#region Using #endregion namespace SharpCompress.Compressor.PPMd.I1 { /// Allocate a single, large array and then provide sections of this array to callers. Callers are provided with /// instances of (which simply contain a single address value, representing a location /// in the large array). Callers can then cast to one of the following structures (all /// of which also simply contain a single address value): internal class Allocator { private const uint UnitSize = 12; private const uint LocalOffset = 4; // reserve the first four bytes for Pointer.Zero private const uint NodeOffset = LocalOffset + MemoryNode.Size; // reserve space for a single memory node private const uint HeapOffset = NodeOffset + IndexCount * MemoryNode.Size; // reserve space for the array of memory nodes private const uint N1 = 4; private const uint N2 = 4; private const uint N3 = 4; private const uint N4 = (128 + 3 - 1 * N1 - 2 * N2 - 3 * N3) / 4; private const uint IndexCount = N1 + N2 + N3 + N4; private static readonly byte[] indexToUnits; private static readonly byte[] unitsToIndex; public uint AllocatorSize; public uint GlueCount; public Pointer BaseUnit; public Pointer LowUnit; public Pointer HighUnit; public Pointer Text; public Pointer Heap; public MemoryNode[] MemoryNodes; public byte[] Memory; /// /// Initializes static read-only arrays used by the . /// static Allocator() { // Construct the static index to units lookup array. It will contain the following values. // // 1 2 3 4 6 8 10 12 15 18 21 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 // 112 116 120 124 128 uint index; uint unitCount; indexToUnits = new byte[IndexCount]; for (index = 0, unitCount = 1; index < N1; index++, unitCount += 1) indexToUnits[index] = (byte)unitCount; for (unitCount++; index < N1 + N2; index++, unitCount += 2) indexToUnits[index] = (byte)unitCount; for (unitCount++; index < N1 + N2 + N3; index++, unitCount += 3) indexToUnits[index] = (byte)unitCount; for (unitCount++; index < N1 + N2 + N3 + N4; index++, unitCount += 4) indexToUnits[index] = (byte)unitCount; // Construct the static units to index lookup array. It will contain the following values. // // 00 01 02 03 04 04 05 05 06 06 07 07 08 08 08 09 09 09 10 10 10 11 11 11 12 12 12 12 13 13 13 13 // 14 14 14 14 15 15 15 15 16 16 16 16 17 17 17 17 18 18 18 18 19 19 19 19 20 20 20 20 21 21 21 21 // 22 22 22 22 23 23 23 23 24 24 24 24 25 25 25 25 26 26 26 26 27 27 27 27 28 28 28 28 29 29 29 29 // 30 30 30 30 31 31 31 31 32 32 32 32 33 33 33 33 34 34 34 34 35 35 35 35 36 36 36 36 37 37 37 37 unitsToIndex = new byte[128]; for (unitCount = index = 0; unitCount < 128; unitCount++) { index += (uint)((indexToUnits[index] < unitCount + 1) ? 1 : 0); unitsToIndex[unitCount] = (byte)index; } } #region Public Methods public Allocator() { MemoryNodes = new MemoryNode[IndexCount]; } /// /// Initialize or reset the memory allocator (so that the single, large array can be re-used without destroying /// and re-creating it). /// public void Initialize() { for (int index = 0; index < IndexCount; index++) { MemoryNodes[index] = new MemoryNode((uint)(NodeOffset + index * MemoryNode.Size), Memory); MemoryNodes[index].Stamp = 0; MemoryNodes[index].Next = MemoryNode.Zero; MemoryNodes[index].UnitCount = 0; } Text = Heap; uint difference = UnitSize * (AllocatorSize / 8 / UnitSize * 7); HighUnit = Heap + AllocatorSize; LowUnit = HighUnit - difference; BaseUnit = HighUnit - difference; GlueCount = 0; } /// /// Start the allocator (create a single, large array of bytes). /// /// /// Note that .NET will create that array on the large object heap (because it is so large). /// /// public void Start(int allocatorSize) { uint size = (uint)allocatorSize; if (AllocatorSize != size) { Stop(); Memory = new byte[HeapOffset + size]; // the single, large array of bytes Heap = new Pointer(HeapOffset, Memory); // reserve bytes in the range 0 .. HeapOffset - 1 AllocatorSize = size; } } /// /// Stop the allocator (free the single, large array of bytes). This can safely be called multiple times (without /// intervening calls to ). /// /// /// Because the array is on the large object heap it may not be freed immediately. /// public void Stop() { if (AllocatorSize != 0) { AllocatorSize = 0; Memory = null; Heap = Pointer.Zero; } } /// /// Determine how much memory (from the single, large array) is currenly in use. /// /// public uint GetMemoryUsed() { uint memoryUsed = AllocatorSize - (HighUnit - LowUnit) - (BaseUnit - Text); for (uint index = 0; index < IndexCount; index++) memoryUsed -= UnitSize * indexToUnits[index] * MemoryNodes[index].Stamp; return memoryUsed; } /// /// Allocate a given number of units from the single, large array. Each unit is bytes /// in size. /// /// /// public Pointer AllocateUnits(uint unitCount) { uint index = unitsToIndex[unitCount - 1]; if (MemoryNodes[index].Available) return MemoryNodes[index].Remove(); Pointer allocatedBlock = LowUnit; LowUnit += indexToUnits[index] * UnitSize; if (LowUnit <= HighUnit) return allocatedBlock; LowUnit -= indexToUnits[index] * UnitSize; return AllocateUnitsRare(index); } /// /// Allocate enough space for a PpmContext instance in the single, large array. /// /// public Pointer AllocateContext() { if (HighUnit != LowUnit) return (HighUnit -= UnitSize); else if (MemoryNodes[0].Available) return MemoryNodes[0].Remove(); else return AllocateUnitsRare(0); } /// /// Increase the size of an existing allocation (represented by a ). /// /// /// /// public Pointer ExpandUnits(Pointer oldPointer, uint oldUnitCount) { uint oldIndex = unitsToIndex[oldUnitCount - 1]; uint newIndex = unitsToIndex[oldUnitCount]; if (oldIndex == newIndex) return oldPointer; Pointer pointer = AllocateUnits(oldUnitCount + 1); if (pointer != Pointer.Zero) { CopyUnits(pointer, oldPointer, oldUnitCount); MemoryNodes[oldIndex].Insert(oldPointer, oldUnitCount); } return pointer; } /// /// Decrease the size of an existing allocation (represented by a ). /// /// /// /// /// public Pointer ShrinkUnits(Pointer oldPointer, uint oldUnitCount, uint newUnitCount) { uint oldIndex = unitsToIndex[oldUnitCount - 1]; uint newIndex = unitsToIndex[newUnitCount - 1]; if (oldIndex == newIndex) return oldPointer; if (MemoryNodes[newIndex].Available) { Pointer pointer = MemoryNodes[newIndex].Remove(); CopyUnits(pointer, oldPointer, newUnitCount); MemoryNodes[oldIndex].Insert(oldPointer, indexToUnits[oldIndex]); return pointer; } else { SplitBlock(oldPointer, oldIndex, newIndex); return oldPointer; } } /// /// Free previously allocated space (the location and amount of space to free must be specified by using /// a to indicate the location and a number of units to indicate the amount). /// /// /// public void FreeUnits(Pointer pointer, uint unitCount) { uint index = unitsToIndex[unitCount - 1]; MemoryNodes[index].Insert(pointer, indexToUnits[index]); } public void SpecialFreeUnits(Pointer pointer) { if (pointer != BaseUnit) { MemoryNodes[0].Insert(pointer, 1); } else { MemoryNode memoryNode = pointer; memoryNode.Stamp = uint.MaxValue; BaseUnit += UnitSize; } } public Pointer MoveUnitsUp(Pointer oldPointer, uint unitCount) { uint index = unitsToIndex[unitCount - 1]; if (oldPointer > BaseUnit + 16 * 1024 || oldPointer > MemoryNodes[index].Next) return oldPointer; Pointer pointer = MemoryNodes[index].Remove(); CopyUnits(pointer, oldPointer, unitCount); unitCount = indexToUnits[index]; if (oldPointer != BaseUnit) MemoryNodes[index].Insert(oldPointer, unitCount); else BaseUnit += unitCount * UnitSize; return pointer; } /// /// Expand the space allocated (in the single, large array) for the bytes of the data (ie. the "text") that is /// being encoded or decoded. /// public void ExpandText() { MemoryNode memoryNode; uint[] counts = new uint[IndexCount]; while ((memoryNode = BaseUnit).Stamp == uint.MaxValue) { BaseUnit = memoryNode + memoryNode.UnitCount; counts[unitsToIndex[memoryNode.UnitCount - 1]]++; memoryNode.Stamp = 0; } for (uint index = 0; index < IndexCount; index++) { for (memoryNode = MemoryNodes[index]; counts[index] != 0; memoryNode = memoryNode.Next) { while (memoryNode.Next.Stamp == 0) { memoryNode.Unlink(); MemoryNodes[index].Stamp--; if (--counts[index] == 0) break; } } } } #endregion #region Private Methods private Pointer AllocateUnitsRare(uint index) { if (GlueCount == 0) { GlueFreeBlocks(); if (MemoryNodes[index].Available) return MemoryNodes[index].Remove(); } uint oldIndex = index; do { if (++oldIndex == IndexCount) { GlueCount--; oldIndex = indexToUnits[index] * UnitSize; return (BaseUnit - Text > oldIndex) ? (BaseUnit -= oldIndex) : Pointer.Zero; } } while (!MemoryNodes[oldIndex].Available); Pointer allocatedBlock = MemoryNodes[oldIndex].Remove(); SplitBlock(allocatedBlock, oldIndex, index); return allocatedBlock; } private void SplitBlock(Pointer pointer, uint oldIndex, uint newIndex) { uint unitCountDifference = (uint)(indexToUnits[oldIndex] - indexToUnits[newIndex]); Pointer newPointer = pointer + indexToUnits[newIndex] * UnitSize; uint index = unitsToIndex[unitCountDifference - 1]; if (indexToUnits[index] != unitCountDifference) { uint unitCount = indexToUnits[--index]; MemoryNodes[index].Insert(newPointer, unitCount); newPointer += unitCount * UnitSize; unitCountDifference -= unitCount; } MemoryNodes[unitsToIndex[unitCountDifference - 1]].Insert(newPointer, unitCountDifference); } private void GlueFreeBlocks() { MemoryNode memoryNode = new MemoryNode(LocalOffset, Memory); memoryNode.Stamp = 0; memoryNode.Next = MemoryNode.Zero; memoryNode.UnitCount = 0; MemoryNode memoryNode0; MemoryNode memoryNode1; MemoryNode memoryNode2; if (LowUnit != HighUnit) LowUnit[0] = 0; // Find all unused memory nodes. memoryNode1 = memoryNode; for (uint index = 0; index < IndexCount; index++) { while (MemoryNodes[index].Available) { memoryNode0 = MemoryNodes[index].Remove(); if (memoryNode0.UnitCount != 0) { while ((memoryNode2 = memoryNode0 + memoryNode0.UnitCount).Stamp == uint.MaxValue) { memoryNode0.UnitCount = memoryNode0.UnitCount + memoryNode2.UnitCount; memoryNode2.UnitCount = 0; } memoryNode1.Link(memoryNode0); memoryNode1 = memoryNode0; } } } // Coalesce the memory represented by the unused memory nodes. while (memoryNode.Available) { memoryNode0 = memoryNode.Remove(); uint unitCount = memoryNode0.UnitCount; if (unitCount != 0) { for (; unitCount > 128; unitCount -= 128, memoryNode0 += 128) MemoryNodes[IndexCount - 1].Insert(memoryNode0, 128); uint index = unitsToIndex[unitCount - 1]; if (indexToUnits[index] != unitCount) { uint unitCountDifference = unitCount - indexToUnits[--index]; MemoryNodes[unitCountDifference - 1].Insert(memoryNode0 + (unitCount - unitCountDifference), unitCountDifference); } MemoryNodes[index].Insert(memoryNode0, indexToUnits[index]); } } GlueCount = 1 << 13; } private void CopyUnits(Pointer target, Pointer source, uint unitCount) { do { target[0] = source[0]; target[1] = source[1]; target[2] = source[2]; target[3] = source[3]; target[4] = source[4]; target[5] = source[5]; target[6] = source[6]; target[7] = source[7]; target[8] = source[8]; target[9] = source[9]; target[10] = source[10]; target[11] = source[11]; target += UnitSize; source += UnitSize; } while (--unitCount != 0); } #endregion } }