GameObjectPool
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127
src/Game/GameObjectPool.cpp
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127
src/Game/GameObjectPool.cpp
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#include "GameObjectPool.hpp"
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#include <bit>
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#include <cstring>
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GameObjectPool::GameObjectPool(u32 size)
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{
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useful_assert(size % 64 == 0, "size of GameObjectPool must be a multiple of 64");
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this->size = size;
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first_unused_index = 0;
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buffer = new char[size*sizeof(GameObject)];
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used_indices = new u64[size/64];
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std::memset(buffer, 0, size*sizeof(GameObject));
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std::memset(used_indices, 0, size/8);
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}
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GameObjectPool::~GameObjectPool()
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{
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// int i = 0;
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for(auto&& p : *this){
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// std::cout<<"~GameObjectPool i="<<i++<<std::endl;
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p.second.~GameObject();
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}
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delete (char*)buffer;
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delete used_indices;
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}
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bool GameObjectPool::isIndexUsed(u32 index)
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{
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return ( used_indices[index/64] & (1<<(index%64)) ) != 0;
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}
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u32 GameObjectPool::getNearestUnusedIndex(u32 startIndex)
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{
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if(startIndex >= size)
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return -1;
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if(!isIndexUsed(startIndex))
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return startIndex;
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u32 i = startIndex/64;
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// mark previous bits as used
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u64 u = used_indices[i] | ( (1<<startIndex%64) -1 );
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while(u == u64(-1)){
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i++;
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if(i == size/64)
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return -1;
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u = used_indices[i];
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}
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u32 bitpos = std::countr_one(u);
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if(bitpos == 64)
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return -1;
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u32 index = i*64 + bitpos;
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return index;
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}
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u32 GameObjectPool::getNearestUsedIndex(u32 startIndex)
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{
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if(startIndex >= size)
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return -1;
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if(isIndexUsed(startIndex))
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return startIndex;
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u32 i = startIndex/64;
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// mark previous bits as unused
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u64 u = used_indices[i] & !( (1<<startIndex%64) -1 );
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while(u == 0){
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i++;
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if(i == size/64)
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return -1;
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u = used_indices[i];
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}
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u32 bitpos = std::countr_zero(u);
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if(bitpos == 64)
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return -1;
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u32 index = i*64 + bitpos;
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return index;
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}
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GameObject& GameObjectPool::get(u32 index)
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{
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if(index >= size)
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throw UsefulException(format("index %i is out of size %i", index, size));
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if(!isIndexUsed(index))
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throw UsefulException(format("there is no object at index %i", index));
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return ((GameObject*)buffer)[index];
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}
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std::pair<u32, GameObject&> GameObjectPool::put_new(GameObject&& new_obj)
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{
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u32 i = first_unused_index;
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if(i == (u32)-1)
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throw UsefulException("can't put new GameObject to GameObjectPool because it's full");
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GameObject& r = ( ((GameObject*)buffer)[i] = std::move(new_obj) );
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used_indices[i] |= 1<<(i%64); // mark index bit as used
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first_unused_index = getNearestUnusedIndex(i+1);
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return std::pair<u32, GameObject&>(i, r);
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}
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void GameObjectPool::remove(u32 index)
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{
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if(index >= size)
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throw UsefulException(format("index %i is out of size %i", index, size));
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if(!isIndexUsed(index))
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throw UsefulException(format("there is no object at index %i", index));
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((GameObject*)buffer)[index].~GameObject();
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used_indices[index/64] ^= ~(1<<(index%64)); // mark index bit as unused
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if(index < first_unused_index)
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first_unused_index = index;
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}
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GameObjectPool::iterator::iterator(GameObjectPool* p, u32 index)
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: p(p), index(index)
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{
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}
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std::pair<u32, GameObject&> GameObjectPool::iterator::operator*()
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{
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if(index >= p->size)
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throw UsefulException("can't get value of end() iterator");
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GameObject& r = ((GameObject*)p->buffer)[index];
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return std::pair<u32, GameObject&>(index, r);
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}
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GameObjectPool::iterator& GameObjectPool::iterator::operator++()
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{
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index = p->getNearestUsedIndex(index+1);
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return *this;
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}
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