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/**
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* This class implements an associative array for storing arbitrary types
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* of data that provides a quick (near constant) access to *values* by
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* associated *keys*.
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* Since UnrealScript lacks any sort of templating, `AssociativeArray`
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* stores generic `AcediaObject` keys and values. `Text` can be used instead of
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* typical `string` keys and primitive values can be added in their boxed form
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* (either as actual `<Type>Box` or as it's reference counterpart).
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* Copyright 2020 - 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class AssociativeArray extends Collection;
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// Defines key <-> value (with managed status) mapping.
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// Stores lifetime information to ensure that values were not reallocated
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// after being added to the collection.
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struct Entry
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{
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var public AcediaObject key;
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var protected int keyLifeVersion;
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var public AcediaObject value;
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var protected int valueLifeVersion;
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var public bool managed;
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};
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// Bucket of entries. Used to store entries with the same index in hash table.
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struct Bucket
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{
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var array<Entry> entries;
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};
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var private array<Bucket> hashTable;
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// Amount of elements currently stored in this `AssociativeArray`.
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// If one of the keys was deallocated outside of `AssociativeArray`,
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// this value may overestimate actual amount of elements.
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var private int storedElementCount;
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// Lower limit on hash table capacity, can be changed by the user.
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var private int minimalCapacity;
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// hard lower and upper limits on hash table size, constant.
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var private const int MINIMUM_SIZE;
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var private const int MAXIMUM_SIZE;
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// Minimum and maximum allowed density of elements
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// (`storedElementCount / hashTable.length`).
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// If density falls outside this range, - we have to resize hash table to
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// get into (MINIMUM_DENSITY; MAXIMUM_DENSITY) bounds, as long as it does not
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// violate hard size restrictions.
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// Actual size changes in multipliers of 2, so
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// `MINIMUM_DENSITY * 2 < MAXIMUM_DENSITY` must hold or we will constantly
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// oscillate outside of (MINIMUM_DENSITY; MAXIMUM_DENSITY) bounds.
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var private const float MINIMUM_DENSITY;
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var private const float MAXIMUM_DENSITY;
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/**
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* Auxiliary struct, necessary to implement iterator for `AssociativeArray`.
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* Can be used for manual iteration, but should be avoided in favor of
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* `Iterator`.
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*/
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struct Index
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{
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var protected int bucketIndex;
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var protected int entryIndex;
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};
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protected function Constructor()
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{
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UpdateHashTableSize();
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}
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protected function Finalizer()
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{
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Empty();
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}
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// Auxiliary method that is needed as a replacement for `%` module
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// operator, since it is an operation on `float`s in UnrealScript and does not
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// have appropriate value range to work with hashes.
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// Assumes non-negative input.
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private function int Remainder(int number, int divisor)
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{
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local int quotient;
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quotient = number / divisor;
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return (number - quotient * divisor);
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}
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// Calculates appropriate bucket index for the given key.
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// Assumes that given key is not `none` and is allocated.
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private final function int GetBucketIndex(AcediaObject key)
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{
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local int bucketIndex;
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bucketIndex = key.GetHashCode();
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if (bucketIndex < 0) {
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// Minimum `int` value is greater than maximum one in absolute value,
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// so shift it up to avoid overflow.
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bucketIndex = -1 * (bucketIndex + 1);
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}
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bucketIndex = Remainder(bucketIndex, hashTable.length);
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return bucketIndex;
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}
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// Accessing value in `AssociativeArray` requires:
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// 1. Two level lookup of both bucket and entry (inside that bucket)
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// indices;
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// 2. Lifetime checks to ensure no-one reallocated keys/values we
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// are using;
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// 3. Appropriate clean up o keys/values that were already deallocated.
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//
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// We spread the cost of the cleaning by pairing it with every bucket
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// access.
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// We only clean one (accessed) bucket per `FindEntryIndices()` and,
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// given that there isn't many hash collisions, this operation should not be
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// noticeably expensive.
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//
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// As a result returns bucket's and entry's indices in `bucketIndex` and
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// `entryIndex` out variables.
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// `bucketIndex` is guaranteed to be found for non-`none` keys,
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// `entryIndex` is valid iff method returns `true`, otherwise it's equal to
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// the index at which new property can get inserted.
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private final function bool FindEntryIndices(
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AcediaObject key,
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out int bucketIndex,
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out int entryIndex)
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{
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local int i;
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local array<Entry> bucketEntries;
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if (key == none) return false;
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if (!key.IsAllocated()) return false;
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bucketIndex = GetBucketIndex(key);
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CleanBucket(hashTable[bucketIndex]);
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// Check if bucket actually has given key.
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bucketEntries = hashTable[bucketIndex].entries;
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for (i = 0; i < bucketEntries.length; i += 1)
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{
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if (key.IsEqual(bucketEntries[i].key))
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{
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entryIndex = i;
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return true;
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}
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}
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entryIndex = bucketEntries.length;
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return false;
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}
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// Cleans given bucket from entries with deallocated/reallocated
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// keys or values.
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private final function CleanBucket(out Bucket bucketToClean)
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{
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local int i;
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local Entry nextEntry;
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local array<Entry> bucketEntries;
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bucketEntries = bucketToClean.entries;
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i = 0;
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while (i < bucketEntries.length)
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{
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nextEntry = bucketEntries[i];
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// If value was already reallocated - set it to `none`.
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if ( nextEntry.value != none
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&& nextEntry.value.GetLifeVersion() != nextEntry.valueLifeVersion)
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{
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bucketEntries[i].value = none;
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}
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// If key was reallocated - it's value becomes essentially
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// inaccessible, so we deallocate it.
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// All keys, recorded in hash table, guaranteed to be `!= none`.
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if (nextEntry.key.GetLifeVersion() != nextEntry.keyLifeVersion)
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{
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if (bucketEntries[i].value != none && bucketEntries[i].managed) {
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bucketEntries[i].value.FreeSelf(nextEntry.valueLifeVersion);
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}
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bucketEntries.Remove(i, 1);
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// We'll update the count, but won't trigger hash table size update
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// to avoid making value's indices lookup more expensive, since
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// this method is used in `FindEntryIndices()`.
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storedElementCount = Max(0, storedElementCount - 1);
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continue;
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}
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i += 1;
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}
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bucketToClean.entries = bucketEntries;
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}
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// Checks if we need to change our current hash table size
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// and does so if needed
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private final function UpdateHashTableSize()
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{
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local int oldSize, newSize;
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oldSize = hashTable.length;
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// Calculate new size (and whether it is needed) based on amount of
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// stored properties and current size
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newSize = oldSize;
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if (storedElementCount < newSize * MINIMUM_DENSITY) {
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newSize /= 2;
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}
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else if (storedElementCount > newSize * MAXIMUM_DENSITY) {
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newSize *= 2;
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}
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// `table_density = items_amount / table_size`, so to store at least
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// `items_amount = minimalCapacity` without making table too dense we need
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// `table_size = minimalCapacity / MAXIMUM_DENSITY`.
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newSize = Max(newSize, Ceil(minimalCapacity / MAXIMUM_DENSITY));
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// But everything must fall into the set hard limits
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newSize = Clamp(newSize, MINIMUM_SIZE, MAXIMUM_SIZE);
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// Only resize if difference is huge enough or table does not exists yet
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if (newSize != oldSize) {
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ResizeHashTable(newSize);
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}
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}
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// Changes size of the hash table, does not check any limits,
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// does not check if `newSize` is a valid size (`newSize > 0`).
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private final function ResizeHashTable(int newSize)
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{
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local int i, j;
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local int newBucketIndex, newEntryIndex;
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local array<Entry> bucketEntries;
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local array<Bucket> oldHashTable;
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oldHashTable = hashTable;
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// Clean current hash table
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hashTable.length = 0;
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hashTable.length = newSize;
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for (i = 0; i < oldHashTable.length; i += 1)
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{
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CleanBucket(oldHashTable[i]);
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bucketEntries = oldHashTable[i].entries;
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for (j = 0; j < bucketEntries.length; j += 1)
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{
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newBucketIndex = GetBucketIndex(bucketEntries[j].key);
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newEntryIndex = hashTable[newBucketIndex].entries.length;
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hashTable[newBucketIndex].entries[newEntryIndex] = bucketEntries[j];
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}
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}
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}
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/**
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* Returns minimal capacity of the caller associative array.
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*
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* See `SetMinimalCapacity()` for details.
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*
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* @return Minimal capacity of the caller associative array. Default is zero.
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*/
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public final function int GetMinimalCapacity()
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{
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return minimalCapacity;
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}
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/**
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* Returns minimal capacity of the caller associative array.
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*
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* This associative array works like a hash table and needs to allocate
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* sufficiently large dynamic array as a storage for its items.
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* If you keep adding new items that storage will eventually become too small
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* for hash table to work efficiently and we will have to reallocate and
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* re-fill it. If you want to add a huge enough amount of items, this process
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* can be repeated several times.
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* This is not ideal, since it means doing a lot of iteration, each
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* increasing infinite loop counter (game will crash if it gets high enough).
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* Setting minimal capacity to the (higher) amount of items you expect to
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* store in the caller array can remove the need for reallocating the storage.
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*
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* @param newMinimalCapacity New minimal capacity of this associative array.
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* It's recommended to set it to the max amount of items you expect to
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* store in this associative array
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* (you will be still allowed to store more).
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*/
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public final function SetMinimalCapacity(int newMinimalCapacity)
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{
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minimalCapacity = newMinimalCapacity;
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UpdateHashTableSize();
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}
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/**
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* Checks if caller `AssociativeArray` has value recorded with a given `key`.
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*
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* @return `true` if caller `AssociativeArray` has value recorded with
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* a given `key` and `false` otherwise.
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*/
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public final function bool HasKey(AcediaObject key)
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{
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local int bucketIndex, entryIndex;
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return FindEntryIndices(key, bucketIndex, entryIndex);
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}
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/**
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* Checks if caller `AssociativeArray`'s value recorded with a given `key`
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* is managed.
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*
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* Managed values will be automatically deallocated once they are removed
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* (or overwritten) from the caller `AssociativeArray`.
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*
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* @return `true` if value recorded with a given `key` is managed
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* and `false` otherwise;
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* if value is missing (`none` or there is not entry for the `key`),
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* returns `false`.
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*/
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public final function bool IsManaged(AcediaObject key)
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{
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local int bucketIndex, entryIndex;
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if (FindEntryIndices(key, bucketIndex, entryIndex)) {
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return hashTable[bucketIndex].entries[entryIndex].managed;
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}
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return false;
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}
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/**
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* Returns value recorded by a given key `key` in the caller
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* `AssociativeArray`.
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*
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* Can return `none` if either stored values is `none` or there's no value
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* recorded with a `key`. To check whether there is a record, corresponding to
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* the `key` use `HasKey()` method.
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*
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* @param key Key for which to return value.
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* @return Value, stored with given key `key`. If there is no value with
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* such a key method will return `none`.
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*/
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public final function AcediaObject GetItem(AcediaObject key)
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{
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local int bucketIndex, entryIndex;
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if (FindEntryIndices(key, bucketIndex, entryIndex)) {
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return hashTable[bucketIndex].entries[entryIndex].value;
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}
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return none;
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}
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/**
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* Returns entry corresponding to a given key `key` in the caller
|
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* `AssociativeArray`.
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*
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* @param key Key for which to return entry.
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* @return Entry (key/value pair + indicator of whether values was managed
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* by `AssociativeArray`) with the given key `key`.
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*/
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|
public final function Entry GetEntry(AcediaObject key)
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|
{
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local Entry emptyEntry;
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|
local int bucketIndex, entryIndex;
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if (!FindEntryIndices(key, bucketIndex, entryIndex)) {
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return emptyEntry;
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}
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return hashTable[bucketIndex].entries[entryIndex];
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}
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|
|
/**
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|
|
* Returns entry corresponding to a given key `key` in the caller
|
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|
|
* `AssociativeArray`, removing it from the caller `AssociativeArray`.
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*
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* Returned value is no longer managed by the `AssociativeArray` (if it was)
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|
* and must be deallocated once you do not need them anymore.
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|
*
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* @param key Key for which to return entry.
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* @return Entry (key/value pair + indicator of whether values was managed
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|
|
* by `AssociativeArray`) with the given key `key`.
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|
*/
|
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|
|
public final function Entry TakeEntry(AcediaObject key)
|
|
|
|
{
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|
|
local Entry entryToTake;
|
|
|
|
local int bucketIndex, entryIndex;
|
|
|
|
if (!FindEntryIndices(key, bucketIndex, entryIndex)) {
|
|
|
|
return entryToTake;
|
|
|
|
}
|
|
|
|
entryToTake = hashTable[bucketIndex].entries[entryIndex];
|
|
|
|
hashTable[bucketIndex].entries.Remove(entryIndex, 1);
|
|
|
|
storedElementCount = Max(0, storedElementCount - 1);
|
|
|
|
UpdateHashTableSize();
|
|
|
|
return entryToTake;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns value recorded with a given key `key` in the caller
|
|
|
|
* `AssociativeArray`, removing it from the collection.
|
|
|
|
*
|
|
|
|
* Returned value is no longer managed by the `AssociativeArray` (if it was)
|
|
|
|
* and must be deallocated once you do not need it anymore.
|
|
|
|
*
|
|
|
|
* @param key Key for which to return value.
|
|
|
|
* @param freeKey Setting this to `true` will also free the key item was
|
|
|
|
* stored with. Passed argument `key` will not be deallocated, unless it is
|
|
|
|
* the exact same object as item's key inside caller collection.
|
|
|
|
* @return Value, stored with given key `key`. If there is no value with
|
|
|
|
* such a key method will return `none`.
|
|
|
|
*/
|
|
|
|
public final function AcediaObject TakeItem(
|
|
|
|
AcediaObject key,
|
|
|
|
optional bool freeKey)
|
|
|
|
{
|
|
|
|
local Entry entry;
|
|
|
|
entry = TakeEntry(key);
|
|
|
|
if (freeKey) {
|
|
|
|
_.memory.Free(entry.key);
|
|
|
|
}
|
|
|
|
return entry.value;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Records new `value` under the key `key` into the caller `AssociativeArray`.
|
|
|
|
*
|
|
|
|
* If this will override already existing managed record - old value will
|
|
|
|
* be automatically deallocated (unless they are the same object as a new one).
|
|
|
|
* If you wish to avoid this behavior - retrieve them with either of
|
|
|
|
* `TakeItem()` or `TakeEntry()` methods first.
|
|
|
|
*
|
|
|
|
* @param key Key by which new value will be referred to.
|
|
|
|
* @param value Value to store in the caller `AssociativeArray`.
|
|
|
|
* @return Caller `AssociativeArray` to allow for method chaining.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray SetItem(
|
|
|
|
AcediaObject key,
|
|
|
|
AcediaObject value,
|
|
|
|
optional bool managed)
|
|
|
|
{
|
|
|
|
local Entry oldEntry, newEntry;
|
|
|
|
local int bucketIndex, entryIndex;
|
|
|
|
if (key == none) {
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
if (FindEntryIndices(key, bucketIndex, entryIndex)) {
|
|
|
|
oldEntry = hashTable[bucketIndex].entries[entryIndex];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
storedElementCount += 1;
|
|
|
|
}
|
|
|
|
newEntry.key = key;
|
|
|
|
newEntry.keyLifeVersion = key.GetLifeVersion();
|
|
|
|
newEntry.managed = managed;
|
|
|
|
newEntry.value = value;
|
|
|
|
if (value != none) {
|
|
|
|
newEntry.valueLifeVersion = value.GetLifeVersion();
|
|
|
|
}
|
|
|
|
if ( oldEntry.managed && oldEntry.value != none
|
|
|
|
&& newEntry.value != oldEntry.value)
|
|
|
|
{
|
|
|
|
oldEntry.value.FreeSelf(oldEntry.valueLifeVersion);
|
|
|
|
}
|
|
|
|
hashTable[bucketIndex].entries[entryIndex] = newEntry;
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates a new instance of class `valueClass` and records it's value with
|
|
|
|
* key `key` in the caller `AssociativeArray`. Value is recorded as managed.
|
|
|
|
*
|
|
|
|
* @param key Key by which new value will be referred to.
|
|
|
|
* @param valueClass Class of object to create. Will only be created if
|
|
|
|
* passed `key` is valid.
|
|
|
|
* @return Caller `AssociativeArray` to allow for method chaining.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray CreateItem(
|
|
|
|
AcediaObject key,
|
|
|
|
class<AcediaObject> valueClass)
|
|
|
|
{
|
|
|
|
if (key == none) return self;
|
|
|
|
if (valueClass == none) return self;
|
|
|
|
|
|
|
|
return SetItem(key, AcediaObject(_.memory.Allocate(valueClass)), true);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes a value recorded with a given key `key`.
|
|
|
|
* Does nothing if entry with a given key does not exist.
|
|
|
|
*
|
|
|
|
* Removed values are deallocated if they are managed. If you wish to avoid
|
|
|
|
* that, use `TakeItem()` or `TakeEntry()` methods.
|
|
|
|
*
|
|
|
|
* @param key Key for which to remove value.
|
|
|
|
* @param deallocateKey Should key be also deallocated?
|
|
|
|
* @return Caller `AssociativeArray` to allow for method chaining.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray RemoveItem(
|
|
|
|
AcediaObject key,
|
|
|
|
optional bool deallocateKey)
|
|
|
|
{
|
|
|
|
local Entry entryToRemove;
|
|
|
|
local int bucketIndex, entryIndex;
|
|
|
|
if (key == none) return self;
|
|
|
|
|
|
|
|
if (!FindEntryIndices(key, bucketIndex, entryIndex)) {
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
entryToRemove = hashTable[bucketIndex].entries[entryIndex];
|
|
|
|
hashTable[bucketIndex].entries.Remove(entryIndex, 1);
|
|
|
|
storedElementCount = Max(0, storedElementCount - 1);
|
|
|
|
UpdateHashTableSize();
|
|
|
|
if (entryToRemove.managed && entryToRemove.value != none) {
|
|
|
|
entryToRemove.value.FreeSelf(entryToRemove.valueLifeVersion);
|
|
|
|
}
|
|
|
|
if (deallocateKey && entryToRemove.key != none) {
|
|
|
|
entryToRemove.key.FreeSelf(entryToRemove.keyLifeVersion);
|
|
|
|
}
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
public function Empty(optional bool deallocateKeys)
|
|
|
|
{
|
|
|
|
local int i, j;
|
|
|
|
local Collection subCollection;
|
|
|
|
local array<Entry> nextEntries;
|
|
|
|
for (i = 0; i < hashTable.length; i += 1)
|
|
|
|
{
|
|
|
|
nextEntries = hashTable[i].entries;
|
|
|
|
for (j = 0; j < nextEntries.length; j += 1)
|
|
|
|
{
|
|
|
|
if (!nextEntries[j].managed) continue;
|
|
|
|
if (nextEntries[j].value == none) continue;
|
|
|
|
nextEntries[j].value.FreeSelf(nextEntries[j].valueLifeVersion);
|
|
|
|
}
|
|
|
|
if (deallocateKeys)
|
|
|
|
{
|
|
|
|
for (j = 0; j < nextEntries.length; j += 1)
|
|
|
|
{
|
|
|
|
if (nextEntries[j].key == none) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( nextEntries[j].key.GetLifeVersion()
|
|
|
|
!= nextEntries[j].keyLifeVersion) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
subCollection = Collection(nextEntries[j].value);
|
|
|
|
if (subCollection != none) {
|
|
|
|
subCollection.Empty(true);
|
|
|
|
}
|
|
|
|
if (nextEntries[j].key != none) {
|
|
|
|
nextEntries[j].key.FreeSelf(nextEntries[j].keyLifeVersion);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
hashTable.length = 0;
|
|
|
|
storedElementCount = 0;
|
|
|
|
UpdateHashTableSize();
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns key of all properties inside caller `AssociativeArray`.
|
|
|
|
*
|
|
|
|
* Collecting all keys from the `AssociativeArray` is O(<number_of_elements>).
|
|
|
|
*
|
|
|
|
* See also `CopyTextKeys()` methods.
|
|
|
|
*
|
|
|
|
* @return Array of all the caller `AssociativeArray`'s keys.
|
|
|
|
* This method does not return copies of keys, but actual keys instead -
|
|
|
|
* deallocating them will remove their item from
|
|
|
|
* the caller `AssociativeArray`.
|
|
|
|
*/
|
|
|
|
public final function array<AcediaObject> GetKeys()
|
|
|
|
{
|
|
|
|
local int i, j;
|
|
|
|
local array<AcediaObject> result;
|
|
|
|
local array<Entry> nextEntry;
|
|
|
|
for (i = 0; i < hashTable.length; i += 1)
|
|
|
|
{
|
|
|
|
CleanBucket(hashTable[i]);
|
|
|
|
nextEntry = hashTable[i].entries;
|
|
|
|
for (j = 0; j < nextEntry.length; j += 1) {
|
|
|
|
result[result.length] = nextEntry[j].key;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns copies of `Text` key of all properties inside caller
|
|
|
|
* `AssociativeArray`. Keys that have a different class (even if they are
|
|
|
|
* a child class for `Text`) are not returned.
|
|
|
|
*
|
|
|
|
* This method exists to provide alternative to `GetKeys()` method that would
|
|
|
|
* return copies of keys instead of actually used references: we cannot make
|
|
|
|
* a copy of an arbitrary `AcediaObject`, but we can of `Text`.
|
|
|
|
* Which is also a most common type for the keys.
|
|
|
|
*
|
|
|
|
* Collecting all keys from the `AssociativeArray` is O(<number_of_elements>).
|
|
|
|
*
|
|
|
|
* @return Array of all the caller `AssociativeArray`'s keys that have exactly
|
|
|
|
* `Text` class.
|
|
|
|
*/
|
|
|
|
public final function array<Text> CopyTextKeys()
|
|
|
|
{
|
|
|
|
local int i, j;
|
|
|
|
local Text nextKeyAsText;
|
|
|
|
local array<Text> result;
|
|
|
|
local array<Entry> nextEntry;
|
|
|
|
for (i = 0; i < hashTable.length; i += 1)
|
|
|
|
{
|
|
|
|
CleanBucket(hashTable[i]);
|
|
|
|
nextEntry = hashTable[i].entries;
|
|
|
|
for (j = 0; j < nextEntry.length; j += 1)
|
|
|
|
{
|
|
|
|
nextKeyAsText = Text(nextEntry[j].key);
|
|
|
|
if (nextKeyAsText != none && nextKeyAsText.class == class'Text')
|
|
|
|
{
|
|
|
|
result[result.length] = nextKeyAsText.Copy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns amount of elements in the caller `AssociativeArray`.
|
|
|
|
*
|
|
|
|
* Note that this value might overestimate real amount of values inside
|
|
|
|
* `AssociativeArray` in case some of the keys used for storage were
|
|
|
|
* deallocated by code outside of `AssociativeArray`.
|
|
|
|
* Such values might be eventually found and removed, but
|
|
|
|
* `AssociativeArray` does not provide any guarantees on when it's done.
|
|
|
|
*/
|
|
|
|
public final function int GetLength()
|
|
|
|
{
|
|
|
|
return storedElementCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Auxiliary method for iterator that increments given `Index` structure.
|
|
|
|
*
|
|
|
|
* @param previousIndex Index to increment.
|
|
|
|
* @return `true` if incremented index is pointing at a valid item,
|
|
|
|
* `false` if collection has ended.
|
|
|
|
*/
|
|
|
|
public final function bool IncrementIndex(out Index previousIndex)
|
|
|
|
{
|
|
|
|
previousIndex.entryIndex += 1;
|
|
|
|
// Go forward through buckets until we find non-empty one
|
|
|
|
while (previousIndex.bucketIndex < hashTable.length)
|
|
|
|
{
|
|
|
|
CleanBucket(hashTable[previousIndex.bucketIndex]);
|
|
|
|
if ( previousIndex.entryIndex
|
|
|
|
< hashTable[previousIndex.bucketIndex].entries.length)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
previousIndex.entryIndex = 0;
|
|
|
|
previousIndex.bucketIndex += 1;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Auxiliary method for iterator that returns value corresponding to
|
|
|
|
* a given `Index` structure.
|
|
|
|
*
|
|
|
|
* @param index Index of item to return.
|
|
|
|
* @return `Entry` corresponding to a given index. If index is invalid
|
|
|
|
* (not pointing at any value for caller `AssociativeArray`) returns
|
|
|
|
* `Entry` with key and value set to `none`.
|
|
|
|
* Note that `none` can be returned because that is simply the value
|
|
|
|
* being stored.
|
|
|
|
*/
|
|
|
|
public final function Entry GetEntryByIndex(Index index)
|
|
|
|
{
|
|
|
|
local Entry emptyEntry;
|
|
|
|
if (index.bucketIndex < 0) return emptyEntry;
|
|
|
|
if (index.bucketIndex >= hashTable.length) return emptyEntry;
|
|
|
|
if ( index.entryIndex < 0
|
|
|
|
|| index.entryIndex >= hashTable[index.bucketIndex].entries.length) {
|
|
|
|
return emptyEntry;
|
|
|
|
}
|
|
|
|
return hashTable[index.bucketIndex].entries[index.entryIndex];
|
|
|
|
}
|
|
|
|
|
|
|
|
protected function AcediaObject GetByText(Text key)
|
|
|
|
{
|
|
|
|
return GetItem(key);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `bool` item at key `key`. If key is invalid or
|
|
|
|
* stores a non-`bool` value, returns `defaultValue`.
|
|
|
|
*
|
|
|
|
* Referred value must be stored as `BoolBox` or `BoolRef`
|
|
|
|
* (or one of their sub-classes) for this method to work.
|
|
|
|
*
|
|
|
|
* @param key Key of a `bool` item that `AssociativeArray`
|
|
|
|
* has to return.
|
|
|
|
* @param defaultValue Value to return if there is either no item recorded
|
|
|
|
* at `key` or it has a wrong type.
|
|
|
|
* @return `bool` value at `key` in the caller `AssociativeArray`.
|
|
|
|
* `defaultValue` if passed `key` is invalid or non-`bool` value
|
|
|
|
* is stored with it.
|
|
|
|
*/
|
|
|
|
public final function bool GetBool(AcediaObject key, optional bool defaultValue)
|
|
|
|
{
|
|
|
|
local AcediaObject result;
|
|
|
|
local BoolBox asBox;
|
|
|
|
local BoolRef asRef;
|
|
|
|
result = GetItem(key);
|
|
|
|
if (result == none) {
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
asBox = BoolBox(result);
|
|
|
|
if (asBox != none) {
|
|
|
|
return asBox.Get();
|
|
|
|
}
|
|
|
|
asRef = BoolRef(result);
|
|
|
|
if (asRef != none) {
|
|
|
|
return asRef.Get();
|
|
|
|
}
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
|
|
|
|
* recorded as either `BoolBox` or `BoolRef`, depending of `asRef`
|
|
|
|
* optional parameter.
|
|
|
|
*
|
|
|
|
* Inserted value will always be recorded as a managed value, i.e. it will be
|
|
|
|
* automatically deallocated when overwritten, removed or
|
|
|
|
* caller `AssociativeArray` is deallocated.
|
|
|
|
*
|
|
|
|
* @param key Key, at which to change the value. If `DynamicArray` is
|
|
|
|
* not long enough to hold it, it will be automatically expanded.
|
|
|
|
* If passed key is negative - method will do nothing.
|
|
|
|
* @param value Value to be set at a given key.
|
|
|
|
* @param asRef Given `bool` value will be recorded as immutable `BoolBox`
|
|
|
|
* by default (`asRef == false`). Setting this parameter to `true` will
|
|
|
|
* make this method record it as a mutable `BoolRef`.
|
|
|
|
* @return Reference to the caller `AssociativeArray` to allow for
|
|
|
|
* method chaining.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray SetBool(
|
|
|
|
AcediaObject key,
|
|
|
|
bool value,
|
|
|
|
optional bool asRef)
|
|
|
|
{
|
|
|
|
if (asRef) {
|
|
|
|
SetItem(key, _.ref.bool(value), true);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
SetItem(key, _.box.bool(value), true);
|
|
|
|
}
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `byte` item at key `key`. If key is invalid or
|
|
|
|
* stores a non-`byte` value, returns `defaultValue`.
|
|
|
|
*
|
|
|
|
* Referred value must be stored as `ByteBox` or `ByteBox`
|
|
|
|
* (or one of their sub-classes) for this method to work.
|
|
|
|
*
|
|
|
|
* @param key Key of a `byte` item that `AssociativeArray`
|
|
|
|
* has to return.
|
|
|
|
* @param defaultValue Value to return if there is either no item recorded
|
|
|
|
* at `key` or it has a wrong type.
|
|
|
|
* @return `byte` value at `key` in the caller `AssociativeArray`.
|
|
|
|
* `defaultValue` if passed `key` is invalid or non-`byte` value
|
|
|
|
* is stored with it.
|
|
|
|
*/
|
|
|
|
public final function byte GetByte(AcediaObject key, optional byte defaultValue)
|
|
|
|
{
|
|
|
|
local AcediaObject result;
|
|
|
|
local ByteBox asBox;
|
|
|
|
local ByteRef asRef;
|
|
|
|
result = GetItem(key);
|
|
|
|
if (result == none) {
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
asBox = ByteBox(result);
|
|
|
|
if (asBox != none) {
|
|
|
|
return asBox.Get();
|
|
|
|
}
|
|
|
|
asRef = ByteRef(result);
|
|
|
|
if (asRef != none) {
|
|
|
|
return asRef.Get();
|
|
|
|
}
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
|
|
|
|
* recorded as either `ByteBox` or `ByteBox`, depending of `asRef`
|
|
|
|
* optional parameter.
|
|
|
|
*
|
|
|
|
* Inserted value will always be recorded as a managed value, i.e. it will be
|
|
|
|
* automatically deallocated when overwritten, removed or
|
|
|
|
* caller `AssociativeArray` is deallocated.
|
|
|
|
*
|
|
|
|
* @param key Key, at which to change the value. If `DynamicArray` is
|
|
|
|
* not long enough to hold it, it will be automatically expanded.
|
|
|
|
* If passed key is negative - method will do nothing.
|
|
|
|
* @param value Value to be set at a given key.
|
|
|
|
* @param asRef Given `byte` value will be recorded as immutable `ByteBox`
|
|
|
|
* by default (`asRef == false`). Setting this parameter to `true` will
|
|
|
|
* make this method record it as a mutable `ByteBox`.
|
|
|
|
* @return Reference to the caller `AssociativeArray` to allow for
|
|
|
|
* method chaining.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray SetByte(
|
|
|
|
AcediaObject key,
|
|
|
|
byte value,
|
|
|
|
optional bool asRef)
|
|
|
|
{
|
|
|
|
if (asRef) {
|
|
|
|
SetItem(key, _.ref.byte(value), true);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
SetItem(key, _.box.byte(value), true);
|
|
|
|
}
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `int` item at key `key`. If key is invalid or
|
|
|
|
* stores a non-`int` value, returns `defaultValue`.
|
|
|
|
*
|
|
|
|
* Referred value must be stored as `IntBox` or `IntRef`
|
|
|
|
* (or one of their sub-classes) for this method to work.
|
|
|
|
*
|
|
|
|
* @param key Key of a `int` item that `AssociativeArray`
|
|
|
|
* has to return.
|
|
|
|
* @param defaultValue Value to return if there is either no item recorded
|
|
|
|
* at `key` or it has a wrong type.
|
|
|
|
* @return `int` value at `key` in the caller `AssociativeArray`.
|
|
|
|
* `defaultValue` if passed `key` is invalid or non-`int` value
|
|
|
|
* is stored with it.
|
|
|
|
*/
|
|
|
|
public final function int GetInt(AcediaObject key, optional int defaultValue)
|
|
|
|
{
|
|
|
|
local AcediaObject result;
|
|
|
|
local IntBox asBox;
|
|
|
|
local IntRef asRef;
|
|
|
|
result = GetItem(key);
|
|
|
|
if (result == none) {
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
asBox = IntBox(result);
|
|
|
|
if (asBox != none) {
|
|
|
|
return asBox.Get();
|
|
|
|
}
|
|
|
|
asRef = IntRef(result);
|
|
|
|
if (asRef != none) {
|
|
|
|
return asRef.Get();
|
|
|
|
}
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
|
|
|
|
* recorded as either `IntBox` or `IntRef`, depending of `asRef`
|
|
|
|
* optional parameter.
|
|
|
|
*
|
|
|
|
* Inserted value will always be recorded as a managed value, i.e. it will be
|
|
|
|
* automatically deallocated when overwritten, removed or
|
|
|
|
* caller `AssociativeArray` is deallocated.
|
|
|
|
*
|
|
|
|
* @param key Key, at which to change the value. If `DynamicArray` is
|
|
|
|
* not long enough to hold it, it will be automatically expanded.
|
|
|
|
* If passed key is negative - method will do nothing.
|
|
|
|
* @param value Value to be set at a given key.
|
|
|
|
* @param asRef Given `int` value will be recorded as immutable `IntBox`
|
|
|
|
* by default (`asRef == false`). Setting this parameter to `true` will
|
|
|
|
* make this method record it as a mutable `IntRef`.
|
|
|
|
* @return Reference to the caller `AssociativeArray` to allow for
|
|
|
|
* method chaining.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray SetInt(
|
|
|
|
AcediaObject key,
|
|
|
|
int value,
|
|
|
|
optional bool asRef)
|
|
|
|
{
|
|
|
|
if (asRef) {
|
|
|
|
SetItem(key, _.ref.int(value), true);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
SetItem(key, _.box.int(value), true);
|
|
|
|
}
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `float` item at key `key`. If key is invalid or
|
|
|
|
* stores a non-`float` value, returns `defaultValue`.
|
|
|
|
*
|
|
|
|
* Referred value must be stored as `FloatBox` or `FloatRef`
|
|
|
|
* (or one of their sub-classes) for this method to work.
|
|
|
|
*
|
|
|
|
* @param key Key of a `float` item that `AssociativeArray`
|
|
|
|
* has to return.
|
|
|
|
* @param defaultValue Value to return if there is either no item recorded
|
|
|
|
* at `key` or it has a wrong type.
|
|
|
|
* @return `float` value at `key` in the caller `AssociativeArray`.
|
|
|
|
* `defaultValue` if passed `key` is invalid or non-`float` value
|
|
|
|
* is stored with it.
|
|
|
|
*/
|
|
|
|
public final function float GetFloat(
|
|
|
|
AcediaObject key,
|
|
|
|
optional float defaultValue)
|
|
|
|
{
|
|
|
|
local AcediaObject result;
|
|
|
|
local FloatBox asBox;
|
|
|
|
local FloatRef asRef;
|
|
|
|
result = GetItem(key);
|
|
|
|
if (result == none) {
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
asBox = FloatBox(result);
|
|
|
|
if (asBox != none) {
|
|
|
|
return asBox.Get();
|
|
|
|
}
|
|
|
|
asRef = FloatRef(result);
|
|
|
|
if (asRef != none) {
|
|
|
|
return asRef.Get();
|
|
|
|
}
|
|
|
|
return defaultValue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Changes `AssociativeArray`'s value at key `key` to `value` that will be
|
|
|
|
* recorded as either `FloatBox` or `FloatRef`, depending of `asRef`
|
|
|
|
* optional parameter.
|
|
|
|
*
|
|
|
|
* Inserted value will always be recorded as a managed value, i.e. it will be
|
|
|
|
* automatically deallocated when overwritten, removed or
|
|
|
|
* caller `AssociativeArray` is deallocated.
|
|
|
|
*
|
|
|
|
* @param key Key, at which to change the value. If `DynamicArray` is
|
|
|
|
* not long enough to hold it, it will be automatically expanded.
|
|
|
|
* If passed key is negative - method will do nothing.
|
|
|
|
* @param value Value to be set at a given key.
|
|
|
|
* @param asRef Given `float` value will be recorded as immutable `FloatBox`
|
|
|
|
* by default (`asRef == false`). Setting this parameter to `true` will
|
|
|
|
* make this method record it as a mutable `FloatRef`.
|
|
|
|
* @return Reference to the caller `AssociativeArray` to allow for
|
|
|
|
* method chaining.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray SetFloat(
|
|
|
|
AcediaObject key,
|
|
|
|
float value,
|
|
|
|
optional bool asRef)
|
|
|
|
{
|
|
|
|
if (asRef) {
|
|
|
|
SetItem(key, _.ref.float(value), true);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
SetItem(key, _.box.float(value), true);
|
|
|
|
}
|
|
|
|
return self;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `Text` item stored at key `key`. If key is invalid or
|
|
|
|
* stores a non-`Text` value, returns `none`.
|
|
|
|
*
|
|
|
|
* Referred value must be stored as `Text` (or one of it's sub-classes,
|
|
|
|
* such as `MutableText`) for this method to work.
|
|
|
|
*
|
|
|
|
* @param key Key of a `Text` item that `AssociativeArray`
|
|
|
|
* has to return.
|
|
|
|
* @return `Text` value recorded with `key` in the caller `AssociativeArray`.
|
|
|
|
* `none` if passed `key` is invalid or non-`Text` value
|
|
|
|
* is stored with it.
|
|
|
|
*/
|
|
|
|
public final function Text GetText(AcediaObject key)
|
|
|
|
{
|
|
|
|
return Text(GetItem(key));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `AssociativeArray` item stored at key `key`. If key is invalid or
|
|
|
|
* stores a non-`AssociativeArray` value, returns `none`.
|
|
|
|
*
|
|
|
|
* Referred value must be stored as `AssociativeArray`
|
|
|
|
* (or one of it's sub-classes) for this method to work.
|
|
|
|
*
|
|
|
|
* @param key Key of an `AssociativeArray` item that caller `AssociativeArray`
|
|
|
|
* has to return.
|
|
|
|
* @return `AssociativeArray` value recorded with `key` in the caller
|
|
|
|
* `AssociativeArray`. `none` if passed `key` is invalid or
|
|
|
|
* non-`AssociativeArray` value is stored with it.
|
|
|
|
*/
|
|
|
|
public final function AssociativeArray GetAssociativeArray(AcediaObject key)
|
|
|
|
{
|
|
|
|
return AssociativeArray(GetItem(key));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns `DynamicArray` item stored at key `key`. If key is invalid or
|
|
|
|
* stores a non-`DynamicArray` value, returns `none`.
|
|
|
|
*
|
|
|
|
* Referred value must be stored as `DynamicArray`
|
|
|
|
* (or one of it's sub-classes) for this method to work.
|
|
|
|
*
|
|
|
|
* @param key Key of a `DynamicArray` item that caller `AssociativeArray`
|
|
|
|
* has to return.
|
|
|
|
* @return `AssociativeArray` value recorded with `key` in the caller
|
|
|
|
* `AssociativeArray`. `none` if passed `key` is invalid or
|
|
|
|
* non-`AssociativeArray` value is stored with it.
|
|
|
|
*/
|
|
|
|
public final function DynamicArray GetDynamicArray(AcediaObject key)
|
|
|
|
{
|
|
|
|
return DynamicArray(GetItem(key));
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
iteratorClass = class'AssociativeArrayIterator'
|
|
|
|
minimalCapacity = 0
|
|
|
|
MINIMUM_SIZE = 50
|
|
|
|
MAXIMUM_SIZE = 20000
|
|
|
|
// `MINIMUM_DENSITY * 2 < MAXIMUM_DENSITY` must hold for `AssociativeArray`
|
|
|
|
// to work properly
|
|
|
|
MINIMUM_DENSITY = 0.25
|
|
|
|
MAXIMUM_DENSITY = 0.75
|
|
|
|
}
|