#include "toy_bucket.h" #include "toy_console_colors.h" #include #include #include #include //buckets of fun Toy_Bucket* Toy_allocateBucket(unsigned int capacity) { assert(capacity != 0 && "Cannot allocate a 'Toy_Bucket' with zero capacity"); Toy_Bucket* bucket = malloc(sizeof(Toy_Bucket) + capacity); if (bucket == NULL) { fprintf(stderr, TOY_CC_ERROR "ERROR: Failed to allocate a 'Toy_Bucket' of %d capacity\n" TOY_CC_RESET, (int)capacity); exit(1); } memset(bucket, 0, sizeof(Toy_Bucket) + capacity); //zero the memory, to avoid broken header metadata //initialize the bucket bucket->next = NULL; bucket->capacity = capacity; bucket->count = 0; return bucket; } unsigned char* Toy_partitionBucket(Toy_Bucket** bucketHandle, unsigned int amount) { //the endpoint must be aligned to the word size, otherwise you'll get a bus error from moving pointers amount = (amount + 3) & ~3; //NOTE: this also leaves the lowest two bits as zero assert((*bucketHandle) != NULL && "Expected a 'Toy_Bucket', received NULL"); assert((*bucketHandle)->capacity >= (amount + 4) && "ERROR: Failed to partition a 'Toy_Bucket', requested amount is too high"); //if you're out of space in this bucket, allocate another one if ((*bucketHandle)->capacity < (*bucketHandle)->count + amount + 4) { //+4 for the metadata header Toy_Bucket* tmp = Toy_allocateBucket((*bucketHandle)->capacity); tmp->next = (*bucketHandle); //it's buckets all the way down (*bucketHandle) = tmp; } //use a 4-byte metadata header to hold the size of this partition, for GC *((unsigned int*)((*bucketHandle)->data + (*bucketHandle)->count)) = amount; //track the new metadata, and return the requested memory space (*bucketHandle)->count += amount + 4; return ((*bucketHandle)->data + (*bucketHandle)->count - amount); //metadata is before the pointer's address } void Toy_releaseBucketPartition(unsigned char* ptr) { *((int*)(ptr-4)) |= 1; //flips the low-bit within the header //no checks here, for technical reasons } void Toy_freeBucket(Toy_Bucket** bucketHandle) { Toy_Bucket* iter = (*bucketHandle); while (iter != NULL) { //run down the chain Toy_Bucket* last = iter; iter = iter->next; //clear the previous bucket from memory free(last); } //for safety (*bucketHandle) = NULL; } TOY_API void Toy_collectBucketGarbage(Toy_Bucket** bucketHandle) { //clear whatever this handle is pointing to if ((*bucketHandle) == NULL) { return; } Toy_Bucket* link = *bucketHandle; while (link) { //find non-free partitions unsigned char* ptr = link->data; bool gc = true; while (ptr - link->data < link->count) { //for each partition if ( (*((int*)ptr) & 1) == 0) { //is this partition still in use? gc = false; break; } ptr += ((*((int*)ptr) | 1) ^ 1) + 4; //OR + XOR to remove the 'free' flag from the size } //free this link, if its been entirely released if (gc) { //if link is the head if (link == (*bucketHandle)) { //if there's nowhere to go, don't delete the whole bucket if ((*bucketHandle)->next == NULL) { return; } else { (*bucketHandle) = (*bucketHandle)->next; free(link); link = (*bucketHandle); } } else { //find the prev and free this link before continuing Toy_Bucket* it = (*bucketHandle); while (it->next != link) { it = it->next; } it->next = link->next; free(link); link = it->next; } } else { link = link->next; } } }