mirror of
https://github.com/bdunderscore/modular-avatar.git
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0024be06e0
Zero-length allocations could result in multiple entries with the same offset in the segment map. This would then break subsequent lookups. Fixed by increasing these allocations to a minimum length of one.
179 lines
6.0 KiB
C#
179 lines
6.0 KiB
C#
#region
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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#endregion
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namespace nadena.dev.modular_avatar.core.armature_lock
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{
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internal interface ISegment : IDisposable
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{
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AllocationMap.DefragmentCallback Defragment { get; set; }
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int Offset { get; }
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int Length { get; }
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}
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internal class AllocationMap
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{
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public delegate void DefragmentCallback(int oldOffset, int newOffset, int length);
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// Visible for unit tests
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internal class Segment : ISegment
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{
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public int _offset;
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public int _requestedLength, _trueLength;
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public bool _inUse;
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private Action<Segment> _onDispose;
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public DefragmentCallback Defragment { get; set; }
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public int Offset => _offset;
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public int Length => _requestedLength;
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internal Segment(Action<Segment> onDispose, int offset, int requestedLength, int trueLength, bool inUse)
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{
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if (trueLength < 0 || requestedLength > trueLength)
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{
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throw new ArgumentException("TrueLength: " + trueLength + " requested " + requestedLength);
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}
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_onDispose = onDispose;
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_offset = offset;
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_requestedLength = requestedLength;
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_trueLength = trueLength;
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_inUse = inUse;
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}
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public void Dispose()
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{
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_onDispose?.Invoke(this);
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_onDispose = null;
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}
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}
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/// <summary>
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/// A list of allocated (and unallocated) segments.
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///
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/// Invariant: The last element (if any) is always inUse.
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/// Invariant: No two consecutive elements are free (inUse = false).
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///
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/// </summary>
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List<Segment> segments = new List<Segment>();
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public ISegment Allocate(int requested)
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{
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int needed = Math.Max(1, requested);
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for (int i = 0; i < segments.Count; i++)
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{
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var segment = segments[i];
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if (segment._inUse) continue;
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if (segment._trueLength == needed)
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{
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segment._inUse = true;
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return segment;
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}
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if (segment._trueLength > needed)
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{
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var remaining = new Segment(
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FreeSegment,
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segment._offset + needed,
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segment._trueLength - needed,
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segment._trueLength - needed,
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false
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);
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segment._trueLength = needed;
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segment._requestedLength = requested;
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segment._inUse = true;
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segments.Insert(i + 1, remaining);
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return segment;
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}
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}
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// Add a new in-use segment at the end
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var newSegment = new Segment(
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FreeSegment,
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segments.Count == 0 ? 0 : segments[segments.Count - 1]._offset + segments[segments.Count - 1]._trueLength,
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requested,
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needed,
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true
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);
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segments.Add(newSegment);
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return newSegment;
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}
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public void FreeSegment(ISegment inputSegment)
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{
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var s = inputSegment as Segment;
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if (s == null) throw new ArgumentException("Passed a foreign segment???");
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int index = segments.BinarySearch(s, Comparer<Segment>.Create((a, b) => a._offset.CompareTo(b._offset)));
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if (index < 0 || segments[index] != s)
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{
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var segmentDump = string.Join("\n", segments.ConvertAll(seg => $"{seg._offset} {seg._requestedLength}/{seg._trueLength} {seg._inUse} id={RuntimeHelpers.GetHashCode(seg)}"));
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segmentDump += "\n\nTarget segment " + s._offset + " " + s._requestedLength + "/" + s._trueLength + " " + s._inUse + " id=" + RuntimeHelpers.GetHashCode(s);
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throw new Exception("Segment not found in FreeSegment\nCurrent segments:\n" + segmentDump);
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}
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if (index == segments.Count - 1)
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{
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segments.RemoveAt(index);
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return;
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}
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if (index + 1 < segments.Count)
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{
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var next = segments[index + 1];
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if (!next._inUse)
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{
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next._offset = s._offset;
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next._trueLength += s._trueLength;
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next._requestedLength = next._trueLength;
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segments.RemoveAt(index);
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return;
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}
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}
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// Replace with a fresh segment object to avoid any issues with leaking old references to the segment
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segments[index] = new Segment(FreeSegment, s._offset, s._requestedLength, s._trueLength, false);
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}
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/// <summary>
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/// Defragments all free space. When a segment is moved, the passed callback is called with the old and new offsets,
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/// and then the callback associated with the segment (if any) is also invoked.
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/// </summary>
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/// <param name="callback"></param>
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public void Defragment(DefragmentCallback callback)
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{
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int offset = 0;
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for (int i = 0; i < segments.Count; i++)
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{
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var seg = segments[i];
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if (!seg._inUse)
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{
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segments.RemoveAt(i);
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i--;
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continue;
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}
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if (seg._offset != offset)
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{
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callback(seg._offset, offset, seg._requestedLength);
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seg.Defragment?.Invoke(seg._offset, offset, seg._requestedLength);
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seg._offset = offset;
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}
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offset += seg._trueLength;
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}
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}
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}
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} |