Files
Cubed/include/rapidjson/allocators.h
zhenyan121 236e7c0433 feature: creature (#38)
* build(deps): add assimp library as dependency

* feat(render): add model loading and rendering pipeline

* refactor(render): rename depth player shaders to depth model and clean up

* build: add EnTT library

* feat(entity): add ECS-based entity rendering

* feat(render): add shadow pass for entity models

* refactor(render): unify model and player rendering with single shader pipeline

* refactor(collision): convert AABB to center-half representation and migrate player data to ECS

* refactor(gameplay): add base classes Chunk and World for shared logic

* feat(gameplay): implement entity movement system with collision detection

- Add Velocity and HitBoxes components to entity
- Introduce HitboxManager for loading per-entity collision AABBs from JSON
- Create MoveSystem with per-axis collision handling
- Move get_block_aabb to base World class and add virtual get_per_tick_time
- Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration

* fix(gameplay): correct hitbox insertion in HitboxManager::load

* build: remove entt library

* refactor(gameplay): replace entt components with SparseVector for player data

Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.

* feat(render): add model ID system with concurrent lookup and namespace-based loading

- Extract `ModelID` and `Model` struct to new `model.hpp`
- Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety
- Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods
- Parse model names in `namespace:name` format to construct asset paths
- Update `load_model` to accept `string_view` and use ID-based management

* refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs

* refactor(gameplay): extract Entity base class from ClientPlayer

Move position, walk pose, velocity, orientation, movement, and gravity
fields and their accessors into a new Entity base class. ClientPlayer now
inherits from Entity, removing duplicated members. Also update velocity
handling to use 3D vector per axis and adjust related logic.

* feat(player): split max speed into horizontal/vertical, set spawn pos

* refactor: move movement logic into SpeedSystem and Entity components

* refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem

Move per-axis collision detection and move distance calculation to new
PhysicalSystem. Move SpeedSystem implementation from inline header to
separate .cpp file. Add const accessors to Entity. Replace inline AABB
helper with HitboxManager registration of player hitbox using new
PLAYER_SIZE constant. Remove obsolete members and functions from
ClientPlayer.

* refactor(gameplay): integrate model and hitbox ID system into Entity

- Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups
- Replace AABB struct with Hitbox (includes HitboxID)
- Convert ModelManager and HitboxManager to singletons with Handle structs
- Update Entity to store IDs for model and hitbox, removing direct references
- Reorganize creature model assets into subdirectories per entity type
- Add player model (player.glb) and collision data for pig
- Remove ModelManager dependency from App and Renderer
- Add namespace parsing utility for asset paths
- Mark sparse_vector::insert() with [[nodiscard]]

* build: add entt library

* refactor(gameplay): rename ClientPlayer to LocalPlayer

* refactor(gameplay): separate player logic into manager and ECS components

* feat(gameplay): add entity managers and refactor to ECS components

* refactor(gameplay): replace client thread with timer-based system and add entity manager

* feat(gameplay): implement entity system with concurrent task handling and fix model loading

* feat(gameplay): add entity destruction support

* feat(entity): add client-to-server entity creation and destruction requests

Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3.

* feat(gameplay): implement entity update packets

Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates.

* feat(ai): add wander AI system with move boost

Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper.

* refactor(ecs): move entity physics to tick-based systems

Update PhysicalSystem and SpeedSystem to operate on entt::registry
instead of individual components. Add TickVelocity for server creatures
so movement is calculated per tick without frame delta time. LocalPlayer
now implements its own client-side physics with collision detection.

* feat(gameplay): add server-side entity movement and AI

Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager.

* feat(gameplay): add pig wander AI and refine speed physics

* feat(server): send entity position updates to all sessions

* fix: correct velocity clamping and hitbox loading

Preserve sign when clamping velocity; negative velocities now clamp to zero instead of flipping direction. Support loading hitbox definitions from JSON arrays and objects. Tune pig entity movement, spawn height, and wander probabilities.

* feat(creatures): refine pig movement physics

Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior.

* feat(physics): implement step-up for horizontal collisions

* feat: sync entity direction and rotate models accordingly

Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.

* feat(render): interpolate entity transforms for rendering

Add RenderTransform component to smooth position/direction updates
and use it in entity and shadow passes.

* fix(server_world): send time before entity updates

* build: replace nlohmann json with rapidjson

* refactor(json): migrate from nlohmann to rapidjson

Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling.

* feat(item): add item manager with JSON asset loading

Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines.

* refactor(item): decouple items from block types

The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry.

* fix(gameplay): use inline const for static EMPTY members

Use inline const for static EMPTY members to avoid ODR and linker issues.
Add missing block_manager.hpp includes in gameplay sources.

* fix: stabilize block item registration and display

Store item names as owned strings in ItemManager, set block type
property for block items, validate item kind before placement, and
handle items without textures gracefully in inventory UI.

* feat: add pig spawn egg item

Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing.

* refactor(gameplay): update systems per entity with chunk check

Refactor server entity update flow to process entities individually,
skipping those whose chunk is not loaded. System update methods now
accept a single entity instead of iterating the full registry view,
and `ServerWorld::get_chunk_ref_count` is added to determine if an
entity's chunk is active.

* perf(render): skip entities outside loaded chunks

* feat: add --direct-enter option to skip to world scene

Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow.

* refactor(localization): switch block translations to item naming

Remove the `name_key` field from block definitions and use item-based
localization keys (`item.*.name`) for inventory display. Item data now
stores the localized name at load time.

* feat(gameplay): spawn creatures during chunk generation

Add creature spawning to chunk generation with a configurable
SpawnConfig, including a default pig spawn. Spawning occurs in
the final generation phase and registers entities through the
server world's entity manager.

Also destroy entities when their chunk is unloaded to prevent
orphaned entities and expose the entity manager from ServerWorld.

* feat(gameplay): add run mode based thread pool config

Introduce RunMode enum and thread pool sizing helpers for client,
server, and hybrid modes. Add compute pool to server world and pass
mode through server/client initialization.

* perf(server): parallelize entity update loop

Use parallel_do to process entities concurrently via the compute
pool. Switch get_all_session to a thread-safe
tbb::concurrent_vector and make ChunkEntity's ref_count atomic to
avoid data races. Also remove the debug pig spawn from world init.

* feat(creatures): animate creature walk cycles

Add a Gait component synchronized over the network and procedural animation for model nodes. Load animation parameters from assets/model/creature/pig/animation.json and apply leg swing, body bob, and head motion based on gait. Refactor Gait into its own header for reuse.

* fix(gameplay): make entity interpolation frame-rate independent

* perf(render): batch model rendering with instancing

Replaces per-entity draw calls with instanced rendering for both main and shadow passes. Each model's node hierarchy is flattened once and instance matrices are updated per frame, reducing draw calls and CPU overhead.

* refactor(render): build entity instance buffers once per frame

Move instance matrix upload into build_vertices and use a precomputed
instance data map for both shadow and color passes, avoiding duplicate
GPU buffer updates.

* perf(gameplay): batch entity updates into single packet

Aggregate per-entity update messages into S2CEntityUpdateBatch and
broadcast once per tick. Reuse serialized packets in several broadcast
loops to avoid repeated make_packet calls.

* fix: correct thread count and shadow projection uniform

- Add reserved client thread count to client threads in server generation calculation.
- Set projection matrix uniform only for non-shadow rendering.

* feat(ecs): add entity type separation and creature limits

Replace generic entity creation with typed creatures and items. Rename `add_entity` to `add_creature`, enforce per-player creature cap, and track entity/creature totals for metrics. Expose run mode to dev panel and show new counts.

* perf(render): frustum cull entities before instance building

Add frustum culling to entity instance data collection using AABB vs camera frustum planes. Pass renderer into get_instances_data_map to compute MVP and extract planes. Also add "Rendered Entities" debug counter for visibility.

* feat(audio): add ambient pig sounds

Add pig call audio with randomized timing, triggered by proximity to the player as 3D positional sound.

* feat(client-entity): use snapshot history for entity interpolation

Replace exponential smoothing with a buffered snapshot system. Each entity keeps a deque of position/direction snapshots with timestamps; the render transform is interpolated at a fixed 100 ms render delay to hide network jitter. Snapshots are capped to 16 entries.

* refactor(hitbox): move player hitbox definition to JSON asset

* feat(client_player): use snapshot interpolation for remote players

Replace exponential position smoothing with snapshot interpolation. Remote player transforms are rendered from a delayed snapshot history, using linear interpolation for position and shortest-path interpolation for yaw/pitch. A 100 ms render delay compensates for network tick rate.
2026-08-07 10:19:49 +08:00

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C++

// Tencent is pleased to support the open source community by making RapidJSON available.
//
// Copyright (C) 2015 THL A29 Limited, a Tencent company, and Milo Yip.
//
// Licensed under the MIT License (the "License"); you may not use this file except
// in compliance with the License. You may obtain a copy of the License at
//
// http://opensource.org/licenses/MIT
//
// Unless required by applicable law or agreed to in writing, software distributed
// under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
// CONDITIONS OF ANY KIND, either express or implied. See the License for the
// specific language governing permissions and limitations under the License.
#ifndef RAPIDJSON_ALLOCATORS_H_
#define RAPIDJSON_ALLOCATORS_H_
#include "rapidjson.h"
#include "internal/meta.h"
#include <memory>
#include <limits>
#if RAPIDJSON_HAS_CXX11
#include <type_traits>
#endif
RAPIDJSON_NAMESPACE_BEGIN
///////////////////////////////////////////////////////////////////////////////
// Allocator
/*! \class rapidjson::Allocator
\brief Concept for allocating, resizing and freeing memory block.
Note that Malloc() and Realloc() are non-static but Free() is static.
So if an allocator need to support Free(), it needs to put its pointer in
the header of memory block.
\code
concept Allocator {
static const bool kNeedFree; //!< Whether this allocator needs to call Free().
// Allocate a memory block.
// \param size of the memory block in bytes.
// \returns pointer to the memory block.
void* Malloc(size_t size);
// Resize a memory block.
// \param originalPtr The pointer to current memory block. Null pointer is permitted.
// \param originalSize The current size in bytes. (Design issue: since some allocator may not book-keep this, explicitly pass to it can save memory.)
// \param newSize the new size in bytes.
void* Realloc(void* originalPtr, size_t originalSize, size_t newSize);
// Free a memory block.
// \param pointer to the memory block. Null pointer is permitted.
static void Free(void *ptr);
};
\endcode
*/
/*! \def RAPIDJSON_ALLOCATOR_DEFAULT_CHUNK_CAPACITY
\ingroup RAPIDJSON_CONFIG
\brief User-defined kDefaultChunkCapacity definition.
User can define this as any \c size that is a power of 2.
*/
#ifndef RAPIDJSON_ALLOCATOR_DEFAULT_CHUNK_CAPACITY
#define RAPIDJSON_ALLOCATOR_DEFAULT_CHUNK_CAPACITY (64 * 1024)
#endif
///////////////////////////////////////////////////////////////////////////////
// CrtAllocator
//! C-runtime library allocator.
/*! This class is just wrapper for standard C library memory routines.
\note implements Allocator concept
*/
class CrtAllocator {
public:
static const bool kNeedFree = true;
void* Malloc(size_t size) {
if (size) // behavior of malloc(0) is implementation defined.
return RAPIDJSON_MALLOC(size);
else
return NULL; // standardize to returning NULL.
}
void* Realloc(void* originalPtr, size_t originalSize, size_t newSize) {
(void)originalSize;
if (newSize == 0) {
RAPIDJSON_FREE(originalPtr);
return NULL;
}
return RAPIDJSON_REALLOC(originalPtr, newSize);
}
static void Free(void *ptr) RAPIDJSON_NOEXCEPT { RAPIDJSON_FREE(ptr); }
bool operator==(const CrtAllocator&) const RAPIDJSON_NOEXCEPT {
return true;
}
bool operator!=(const CrtAllocator&) const RAPIDJSON_NOEXCEPT {
return false;
}
};
///////////////////////////////////////////////////////////////////////////////
// MemoryPoolAllocator
//! Default memory allocator used by the parser and DOM.
/*! This allocator allocate memory blocks from pre-allocated memory chunks.
It does not free memory blocks. And Realloc() only allocate new memory.
The memory chunks are allocated by BaseAllocator, which is CrtAllocator by default.
User may also supply a buffer as the first chunk.
If the user-buffer is full then additional chunks are allocated by BaseAllocator.
The user-buffer is not deallocated by this allocator.
\tparam BaseAllocator the allocator type for allocating memory chunks. Default is CrtAllocator.
\note implements Allocator concept
*/
template <typename BaseAllocator = CrtAllocator>
class MemoryPoolAllocator {
//! Chunk header for perpending to each chunk.
/*! Chunks are stored as a singly linked list.
*/
struct ChunkHeader {
size_t capacity; //!< Capacity of the chunk in bytes (excluding the header itself).
size_t size; //!< Current size of allocated memory in bytes.
ChunkHeader *next; //!< Next chunk in the linked list.
};
struct SharedData {
ChunkHeader *chunkHead; //!< Head of the chunk linked-list. Only the head chunk serves allocation.
BaseAllocator* ownBaseAllocator; //!< base allocator created by this object.
size_t refcount;
bool ownBuffer;
};
static const size_t SIZEOF_SHARED_DATA = RAPIDJSON_ALIGN(sizeof(SharedData));
static const size_t SIZEOF_CHUNK_HEADER = RAPIDJSON_ALIGN(sizeof(ChunkHeader));
static inline ChunkHeader *GetChunkHead(SharedData *shared)
{
return reinterpret_cast<ChunkHeader*>(reinterpret_cast<uint8_t*>(shared) + SIZEOF_SHARED_DATA);
}
static inline uint8_t *GetChunkBuffer(SharedData *shared)
{
return reinterpret_cast<uint8_t*>(shared->chunkHead) + SIZEOF_CHUNK_HEADER;
}
static const size_t kDefaultChunkCapacity = RAPIDJSON_ALLOCATOR_DEFAULT_CHUNK_CAPACITY; //!< Default chunk capacity.
public:
static const bool kNeedFree = false; //!< Tell users that no need to call Free() with this allocator. (concept Allocator)
static const bool kRefCounted = true; //!< Tell users that this allocator is reference counted on copy
//! Constructor with chunkSize.
/*! \param chunkSize The size of memory chunk. The default is kDefaultChunkSize.
\param baseAllocator The allocator for allocating memory chunks.
*/
explicit
MemoryPoolAllocator(size_t chunkSize = kDefaultChunkCapacity, BaseAllocator* baseAllocator = 0) :
chunk_capacity_(chunkSize),
baseAllocator_(baseAllocator ? baseAllocator : RAPIDJSON_NEW(BaseAllocator)()),
shared_(static_cast<SharedData*>(baseAllocator_ ? baseAllocator_->Malloc(SIZEOF_SHARED_DATA + SIZEOF_CHUNK_HEADER) : 0))
{
RAPIDJSON_ASSERT(baseAllocator_ != 0);
RAPIDJSON_ASSERT(shared_ != 0);
if (baseAllocator) {
shared_->ownBaseAllocator = 0;
}
else {
shared_->ownBaseAllocator = baseAllocator_;
}
shared_->chunkHead = GetChunkHead(shared_);
shared_->chunkHead->capacity = 0;
shared_->chunkHead->size = 0;
shared_->chunkHead->next = 0;
shared_->ownBuffer = true;
shared_->refcount = 1;
}
//! Constructor with user-supplied buffer.
/*! The user buffer will be used firstly. When it is full, memory pool allocates new chunk with chunk size.
The user buffer will not be deallocated when this allocator is destructed.
\param buffer User supplied buffer.
\param size Size of the buffer in bytes. It must at least larger than sizeof(ChunkHeader).
\param chunkSize The size of memory chunk. The default is kDefaultChunkSize.
\param baseAllocator The allocator for allocating memory chunks.
*/
MemoryPoolAllocator(void *buffer, size_t size, size_t chunkSize = kDefaultChunkCapacity, BaseAllocator* baseAllocator = 0) :
chunk_capacity_(chunkSize),
baseAllocator_(baseAllocator),
shared_(static_cast<SharedData*>(AlignBuffer(buffer, size)))
{
RAPIDJSON_ASSERT(size >= SIZEOF_SHARED_DATA + SIZEOF_CHUNK_HEADER);
shared_->chunkHead = GetChunkHead(shared_);
shared_->chunkHead->capacity = size - SIZEOF_SHARED_DATA - SIZEOF_CHUNK_HEADER;
shared_->chunkHead->size = 0;
shared_->chunkHead->next = 0;
shared_->ownBaseAllocator = 0;
shared_->ownBuffer = false;
shared_->refcount = 1;
}
MemoryPoolAllocator(const MemoryPoolAllocator& rhs) RAPIDJSON_NOEXCEPT :
chunk_capacity_(rhs.chunk_capacity_),
baseAllocator_(rhs.baseAllocator_),
shared_(rhs.shared_)
{
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
++shared_->refcount;
}
MemoryPoolAllocator& operator=(const MemoryPoolAllocator& rhs) RAPIDJSON_NOEXCEPT
{
RAPIDJSON_NOEXCEPT_ASSERT(rhs.shared_->refcount > 0);
++rhs.shared_->refcount;
this->~MemoryPoolAllocator();
baseAllocator_ = rhs.baseAllocator_;
chunk_capacity_ = rhs.chunk_capacity_;
shared_ = rhs.shared_;
return *this;
}
#if RAPIDJSON_HAS_CXX11_RVALUE_REFS
MemoryPoolAllocator(MemoryPoolAllocator&& rhs) RAPIDJSON_NOEXCEPT :
chunk_capacity_(rhs.chunk_capacity_),
baseAllocator_(rhs.baseAllocator_),
shared_(rhs.shared_)
{
RAPIDJSON_NOEXCEPT_ASSERT(rhs.shared_->refcount > 0);
rhs.shared_ = 0;
}
MemoryPoolAllocator& operator=(MemoryPoolAllocator&& rhs) RAPIDJSON_NOEXCEPT
{
RAPIDJSON_NOEXCEPT_ASSERT(rhs.shared_->refcount > 0);
this->~MemoryPoolAllocator();
baseAllocator_ = rhs.baseAllocator_;
chunk_capacity_ = rhs.chunk_capacity_;
shared_ = rhs.shared_;
rhs.shared_ = 0;
return *this;
}
#endif
//! Destructor.
/*! This deallocates all memory chunks, excluding the user-supplied buffer.
*/
~MemoryPoolAllocator() RAPIDJSON_NOEXCEPT {
if (!shared_) {
// do nothing if moved
return;
}
if (shared_->refcount > 1) {
--shared_->refcount;
return;
}
Clear();
BaseAllocator *a = shared_->ownBaseAllocator;
if (shared_->ownBuffer) {
baseAllocator_->Free(shared_);
}
RAPIDJSON_DELETE(a);
}
//! Deallocates all memory chunks, excluding the first/user one.
void Clear() RAPIDJSON_NOEXCEPT {
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
for (;;) {
ChunkHeader* c = shared_->chunkHead;
if (!c->next) {
break;
}
shared_->chunkHead = c->next;
baseAllocator_->Free(c);
}
shared_->chunkHead->size = 0;
}
//! Computes the total capacity of allocated memory chunks.
/*! \return total capacity in bytes.
*/
size_t Capacity() const RAPIDJSON_NOEXCEPT {
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
size_t capacity = 0;
for (ChunkHeader* c = shared_->chunkHead; c != 0; c = c->next)
capacity += c->capacity;
return capacity;
}
//! Computes the memory blocks allocated.
/*! \return total used bytes.
*/
size_t Size() const RAPIDJSON_NOEXCEPT {
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
size_t size = 0;
for (ChunkHeader* c = shared_->chunkHead; c != 0; c = c->next)
size += c->size;
return size;
}
//! Whether the allocator is shared.
/*! \return true or false.
*/
bool Shared() const RAPIDJSON_NOEXCEPT {
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
return shared_->refcount > 1;
}
//! Allocates a memory block. (concept Allocator)
void* Malloc(size_t size) {
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
if (!size)
return NULL;
size = RAPIDJSON_ALIGN(size);
if (RAPIDJSON_UNLIKELY(shared_->chunkHead->size + size > shared_->chunkHead->capacity))
if (!AddChunk(chunk_capacity_ > size ? chunk_capacity_ : size))
return NULL;
void *buffer = GetChunkBuffer(shared_) + shared_->chunkHead->size;
shared_->chunkHead->size += size;
return buffer;
}
//! Resizes a memory block (concept Allocator)
void* Realloc(void* originalPtr, size_t originalSize, size_t newSize) {
if (originalPtr == 0)
return Malloc(newSize);
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
if (newSize == 0)
return NULL;
originalSize = RAPIDJSON_ALIGN(originalSize);
newSize = RAPIDJSON_ALIGN(newSize);
// Do not shrink if new size is smaller than original
if (originalSize >= newSize)
return originalPtr;
// Simply expand it if it is the last allocation and there is sufficient space
if (originalPtr == GetChunkBuffer(shared_) + shared_->chunkHead->size - originalSize) {
size_t increment = static_cast<size_t>(newSize - originalSize);
if (shared_->chunkHead->size + increment <= shared_->chunkHead->capacity) {
shared_->chunkHead->size += increment;
return originalPtr;
}
}
// Realloc process: allocate and copy memory, do not free original buffer.
if (void* newBuffer = Malloc(newSize)) {
if (originalSize)
std::memcpy(newBuffer, originalPtr, originalSize);
return newBuffer;
}
else
return NULL;
}
//! Frees a memory block (concept Allocator)
static void Free(void *ptr) RAPIDJSON_NOEXCEPT { (void)ptr; } // Do nothing
//! Compare (equality) with another MemoryPoolAllocator
bool operator==(const MemoryPoolAllocator& rhs) const RAPIDJSON_NOEXCEPT {
RAPIDJSON_NOEXCEPT_ASSERT(shared_->refcount > 0);
RAPIDJSON_NOEXCEPT_ASSERT(rhs.shared_->refcount > 0);
return shared_ == rhs.shared_;
}
//! Compare (inequality) with another MemoryPoolAllocator
bool operator!=(const MemoryPoolAllocator& rhs) const RAPIDJSON_NOEXCEPT {
return !operator==(rhs);
}
private:
//! Creates a new chunk.
/*! \param capacity Capacity of the chunk in bytes.
\return true if success.
*/
bool AddChunk(size_t capacity) {
if (!baseAllocator_)
shared_->ownBaseAllocator = baseAllocator_ = RAPIDJSON_NEW(BaseAllocator)();
if (ChunkHeader* chunk = static_cast<ChunkHeader*>(baseAllocator_->Malloc(SIZEOF_CHUNK_HEADER + capacity))) {
chunk->capacity = capacity;
chunk->size = 0;
chunk->next = shared_->chunkHead;
shared_->chunkHead = chunk;
return true;
}
else
return false;
}
static inline void* AlignBuffer(void* buf, size_t &size)
{
RAPIDJSON_NOEXCEPT_ASSERT(buf != 0);
const uintptr_t mask = sizeof(void*) - 1;
const uintptr_t ubuf = reinterpret_cast<uintptr_t>(buf);
if (RAPIDJSON_UNLIKELY(ubuf & mask)) {
const uintptr_t abuf = (ubuf + mask) & ~mask;
RAPIDJSON_ASSERT(size >= abuf - ubuf);
buf = reinterpret_cast<void*>(abuf);
size -= abuf - ubuf;
}
return buf;
}
size_t chunk_capacity_; //!< The minimum capacity of chunk when they are allocated.
BaseAllocator* baseAllocator_; //!< base allocator for allocating memory chunks.
SharedData *shared_; //!< The shared data of the allocator
};
namespace internal {
template<typename, typename = void>
struct IsRefCounted :
public FalseType
{ };
template<typename T>
struct IsRefCounted<T, typename internal::EnableIfCond<T::kRefCounted>::Type> :
public TrueType
{ };
}
template<typename T, typename A>
inline T* Realloc(A& a, T* old_p, size_t old_n, size_t new_n)
{
RAPIDJSON_NOEXCEPT_ASSERT(old_n <= (std::numeric_limits<size_t>::max)() / sizeof(T) && new_n <= (std::numeric_limits<size_t>::max)() / sizeof(T));
return static_cast<T*>(a.Realloc(old_p, old_n * sizeof(T), new_n * sizeof(T)));
}
template<typename T, typename A>
inline T *Malloc(A& a, size_t n = 1)
{
return Realloc<T, A>(a, NULL, 0, n);
}
template<typename T, typename A>
inline void Free(A& a, T *p, size_t n = 1)
{
static_cast<void>(Realloc<T, A>(a, p, n, 0));
}
#ifdef __GNUC__
RAPIDJSON_DIAG_PUSH
RAPIDJSON_DIAG_OFF(effc++) // std::allocator can safely be inherited
#endif
template <typename T, typename BaseAllocator = CrtAllocator>
class StdAllocator :
public std::allocator<T>
{
typedef std::allocator<T> allocator_type;
#if RAPIDJSON_HAS_CXX11
typedef std::allocator_traits<allocator_type> traits_type;
#else
typedef allocator_type traits_type;
#endif
public:
typedef BaseAllocator BaseAllocatorType;
StdAllocator() RAPIDJSON_NOEXCEPT :
allocator_type(),
baseAllocator_()
{ }
StdAllocator(const StdAllocator& rhs) RAPIDJSON_NOEXCEPT :
allocator_type(rhs),
baseAllocator_(rhs.baseAllocator_)
{ }
template<typename U>
StdAllocator(const StdAllocator<U, BaseAllocator>& rhs) RAPIDJSON_NOEXCEPT :
allocator_type(rhs),
baseAllocator_(rhs.baseAllocator_)
{ }
#if RAPIDJSON_HAS_CXX11_RVALUE_REFS
StdAllocator(StdAllocator&& rhs) RAPIDJSON_NOEXCEPT :
allocator_type(std::move(rhs)),
baseAllocator_(std::move(rhs.baseAllocator_))
{ }
#endif
#if RAPIDJSON_HAS_CXX11
using propagate_on_container_move_assignment = std::true_type;
using propagate_on_container_swap = std::true_type;
#endif
/* implicit */
StdAllocator(const BaseAllocator& baseAllocator) RAPIDJSON_NOEXCEPT :
allocator_type(),
baseAllocator_(baseAllocator)
{ }
~StdAllocator() RAPIDJSON_NOEXCEPT
{ }
template<typename U>
struct rebind {
typedef StdAllocator<U, BaseAllocator> other;
};
typedef typename traits_type::size_type size_type;
typedef typename traits_type::difference_type difference_type;
typedef typename traits_type::value_type value_type;
typedef typename traits_type::pointer pointer;
typedef typename traits_type::const_pointer const_pointer;
#if RAPIDJSON_HAS_CXX11
typedef typename std::add_lvalue_reference<value_type>::type &reference;
typedef typename std::add_lvalue_reference<typename std::add_const<value_type>::type>::type &const_reference;
pointer address(reference r) const RAPIDJSON_NOEXCEPT
{
return std::addressof(r);
}
const_pointer address(const_reference r) const RAPIDJSON_NOEXCEPT
{
return std::addressof(r);
}
size_type max_size() const RAPIDJSON_NOEXCEPT
{
return traits_type::max_size(*this);
}
template <typename ...Args>
void construct(pointer p, Args&&... args)
{
traits_type::construct(*this, p, std::forward<Args>(args)...);
}
void destroy(pointer p)
{
traits_type::destroy(*this, p);
}
#else // !RAPIDJSON_HAS_CXX11
typedef typename allocator_type::reference reference;
typedef typename allocator_type::const_reference const_reference;
pointer address(reference r) const RAPIDJSON_NOEXCEPT
{
return allocator_type::address(r);
}
const_pointer address(const_reference r) const RAPIDJSON_NOEXCEPT
{
return allocator_type::address(r);
}
size_type max_size() const RAPIDJSON_NOEXCEPT
{
return allocator_type::max_size();
}
void construct(pointer p, const_reference r)
{
allocator_type::construct(p, r);
}
void destroy(pointer p)
{
allocator_type::destroy(p);
}
#endif // !RAPIDJSON_HAS_CXX11
template <typename U>
U* allocate(size_type n = 1, const void* = 0)
{
return RAPIDJSON_NAMESPACE::Malloc<U>(baseAllocator_, n);
}
template <typename U>
void deallocate(U* p, size_type n = 1)
{
RAPIDJSON_NAMESPACE::Free<U>(baseAllocator_, p, n);
}
pointer allocate(size_type n = 1, const void* = 0)
{
return allocate<value_type>(n);
}
void deallocate(pointer p, size_type n = 1)
{
deallocate<value_type>(p, n);
}
#if RAPIDJSON_HAS_CXX11
using is_always_equal = std::is_empty<BaseAllocator>;
#endif
template<typename U>
bool operator==(const StdAllocator<U, BaseAllocator>& rhs) const RAPIDJSON_NOEXCEPT
{
return baseAllocator_ == rhs.baseAllocator_;
}
template<typename U>
bool operator!=(const StdAllocator<U, BaseAllocator>& rhs) const RAPIDJSON_NOEXCEPT
{
return !operator==(rhs);
}
//! rapidjson Allocator concept
static const bool kNeedFree = BaseAllocator::kNeedFree;
static const bool kRefCounted = internal::IsRefCounted<BaseAllocator>::Value;
void* Malloc(size_t size)
{
return baseAllocator_.Malloc(size);
}
void* Realloc(void* originalPtr, size_t originalSize, size_t newSize)
{
return baseAllocator_.Realloc(originalPtr, originalSize, newSize);
}
static void Free(void *ptr) RAPIDJSON_NOEXCEPT
{
BaseAllocator::Free(ptr);
}
private:
template <typename, typename>
friend class StdAllocator; // access to StdAllocator<!T>.*
BaseAllocator baseAllocator_;
};
#if !RAPIDJSON_HAS_CXX17 // std::allocator<void> deprecated in C++17
template <typename BaseAllocator>
class StdAllocator<void, BaseAllocator> :
public std::allocator<void>
{
typedef std::allocator<void> allocator_type;
public:
typedef BaseAllocator BaseAllocatorType;
StdAllocator() RAPIDJSON_NOEXCEPT :
allocator_type(),
baseAllocator_()
{ }
StdAllocator(const StdAllocator& rhs) RAPIDJSON_NOEXCEPT :
allocator_type(rhs),
baseAllocator_(rhs.baseAllocator_)
{ }
template<typename U>
StdAllocator(const StdAllocator<U, BaseAllocator>& rhs) RAPIDJSON_NOEXCEPT :
allocator_type(rhs),
baseAllocator_(rhs.baseAllocator_)
{ }
/* implicit */
StdAllocator(const BaseAllocator& baseAllocator) RAPIDJSON_NOEXCEPT :
allocator_type(),
baseAllocator_(baseAllocator)
{ }
~StdAllocator() RAPIDJSON_NOEXCEPT
{ }
template<typename U>
struct rebind {
typedef StdAllocator<U, BaseAllocator> other;
};
typedef typename allocator_type::value_type value_type;
private:
template <typename, typename>
friend class StdAllocator; // access to StdAllocator<!T>.*
BaseAllocator baseAllocator_;
};
#endif
#ifdef __GNUC__
RAPIDJSON_DIAG_POP
#endif
RAPIDJSON_NAMESPACE_END
#endif // RAPIDJSON_ENCODINGS_H_