3b813da1cf
Windows doesn't do this automatically.
123 lines
3.4 KiB
C
123 lines
3.4 KiB
C
#include "toy_bucket.h"
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#include "toy_console_colors.h"
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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//buckets of fun
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Toy_Bucket* Toy_allocateBucket(unsigned int capacity) {
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assert(capacity != 0 && "Cannot allocate a 'Toy_Bucket' with zero capacity");
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Toy_Bucket* bucket = malloc(sizeof(Toy_Bucket) + capacity);
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if (bucket == NULL) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Failed to allocate a 'Toy_Bucket' of %d capacity\n" TOY_CC_RESET, (int)capacity);
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exit(1);
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}
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memset(bucket, 0, sizeof(Toy_Bucket) + capacity); //zero the memory, to avoid broken header metadata
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//initialize the bucket
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bucket->next = NULL;
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bucket->capacity = capacity;
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bucket->count = 0;
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return bucket;
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}
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unsigned char* Toy_partitionBucket(Toy_Bucket** bucketHandle, unsigned int amount) {
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//the endpoint must be aligned to the word size, otherwise you'll get a bus error from moving pointers
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amount = (amount + 3) & ~3; //NOTE: this also leaves the lowest two bits as zero
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assert((*bucketHandle) != NULL && "Expected a 'Toy_Bucket', received NULL");
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assert((*bucketHandle)->capacity >= (amount + 4) && "ERROR: Failed to partition a 'Toy_Bucket', requested amount is too high");
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//if you're out of space in this bucket, allocate another one
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if ((*bucketHandle)->capacity < (*bucketHandle)->count + amount + 4) { //+4 for the metadata header
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Toy_Bucket* tmp = Toy_allocateBucket((*bucketHandle)->capacity);
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tmp->next = (*bucketHandle); //it's buckets all the way down
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(*bucketHandle) = tmp;
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}
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//use a 4-byte metadata header to hold the size of this partition, for GC
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*((unsigned int*)((*bucketHandle)->data + (*bucketHandle)->count)) = amount;
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//track the new metadata, and return the requested memory space
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(*bucketHandle)->count += amount + 4;
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return ((*bucketHandle)->data + (*bucketHandle)->count - amount); //metadata is before the pointer's address
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}
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void Toy_releaseBucketPartition(unsigned char* ptr) {
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*((int*)(ptr-4)) |= 1; //flips the low-bit within the header
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//no checks here, for technical reasons
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}
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void Toy_freeBucket(Toy_Bucket** bucketHandle) {
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Toy_Bucket* iter = (*bucketHandle);
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while (iter != NULL) {
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//run down the chain
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Toy_Bucket* last = iter;
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iter = iter->next;
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//clear the previous bucket from memory
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free(last);
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}
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//for safety
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(*bucketHandle) = NULL;
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}
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TOY_API void Toy_collectBucketGarbage(Toy_Bucket** bucketHandle) {
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//clear whatever this handle is pointing to
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if ((*bucketHandle) == NULL) {
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return;
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}
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Toy_Bucket* link = *bucketHandle;
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while (link) {
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//find non-free partitions
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unsigned char* ptr = link->data;
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bool gc = true;
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while (ptr - link->data < link->count) { //for each partition
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if ( (*((int*)ptr) & 1) == 0) { //is this partition still in use?
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gc = false;
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break;
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}
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ptr += (*((int*)(ptr)) ^ 1) + 4; //XOR to remove the 'free' flag from the size
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}
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//free this link, if its been entirely released
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if (gc) {
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//if link is the head
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if (link == (*bucketHandle)) {
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//if there's nowhere to go, don't delete the whole bucket
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if ((*bucketHandle)->next == NULL) {
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return;
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}
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else {
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(*bucketHandle) = (*bucketHandle)->next;
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free(link);
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link = (*bucketHandle);
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}
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}
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else {
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//find the prev and free this link before continuing
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Toy_Bucket* it = (*bucketHandle);
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while (it->next != link) {
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it = it->next;
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}
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it->next = link->next;
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free(link);
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link = it->next;
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}
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}
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else {
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link = link->next;
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}
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}
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} |