src/oldpool.h
author richk
Tue, 17 Jun 2008 13:41:57 +0000
branchNewGRF_ports
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/* $Id$ */
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/** @file oldpool.h Base for the old pool. */
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#ifndef OLDPOOL_H
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#define OLDPOOL_H
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#include "core/math_func.hpp"
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/* The function that is called after a new block is added
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     start_item is the first item of the new made block */
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typedef void OldMemoryPoolNewBlock(uint start_item);
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/* The function that is called before a block is cleaned up */
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typedef void OldMemoryPoolCleanBlock(uint start_item, uint end_item);
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/**
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 * Stuff for dynamic vehicles. Use the wrappers to access the OldMemoryPool
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 *  please try to avoid manual calls!
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 */
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struct OldMemoryPoolBase {
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	void CleanPool();
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	bool AddBlockToPool();
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	bool AddBlockIfNeeded(uint index);
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protected:
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	OldMemoryPoolBase(const char *name, uint max_blocks, uint block_size_bits, uint item_size,
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				OldMemoryPoolNewBlock *new_block_proc, OldMemoryPoolCleanBlock *clean_block_proc) :
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		name(name), max_blocks(max_blocks), block_size_bits(block_size_bits),
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		new_block_proc(new_block_proc), clean_block_proc(clean_block_proc), current_blocks(0),
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		total_items(0), cleaning_pool(false), item_size(item_size), first_free_index(0), blocks(NULL) {}
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	const char* name;     ///< Name of the pool (just for debugging)
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	const uint max_blocks;      ///< The max amount of blocks this pool can have
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	const uint block_size_bits; ///< The size of each block in bits
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	/// Pointer to a function that is called after a new block is added
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	OldMemoryPoolNewBlock *new_block_proc;
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	/// Pointer to a function that is called to clean a block
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	OldMemoryPoolCleanBlock *clean_block_proc;
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	uint current_blocks;        ///< How many blocks we have in our pool
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	uint total_items;           ///< How many items we now have in this pool
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	bool cleaning_pool;         ///< Are we currently cleaning the pool?
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public:
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	const uint item_size;       ///< How many bytes one block is
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	uint first_free_index;      ///< The index of the first free pool item in this pool
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	byte **blocks;              ///< An array of blocks (one block hold all the items)
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	/**
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	 * Check if the index of pool item being deleted is lower than cached first_free_index
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	 * @param index index of pool item
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	 * @note usage of min() will result in better code on some architectures
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	 */
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	inline void UpdateFirstFreeIndex(uint index)
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	{
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		first_free_index = min(first_free_index, index);
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	}
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	/**
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	 * Get the size of this pool, i.e. the total number of items you
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	 * can put into it at the current moment; the pool might still
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	 * be able to increase the size of the pool.
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	 * @return the size of the pool
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	 */
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	inline uint GetSize() const
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	{
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		return this->total_items;
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	}
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	/**
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	 * Can this pool allocate more blocks, i.e. is the maximum amount
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	 * of allocated blocks not yet reached?
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	 * @return the if and only if the amount of allocable blocks is
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	 *         less than the amount of allocated blocks.
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	 */
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	inline bool CanAllocateMoreBlocks() const
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	{
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		return this->current_blocks < this->max_blocks;
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	}
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	/**
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	 * Get the maximum number of allocable blocks.
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	 * @return the numebr of blocks
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	 */
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	inline uint GetBlockCount() const
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	{
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		return this->current_blocks;
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	}
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	/**
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	 * Get the name of this pool.
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	 * @return the name
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	 */
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	inline const char *GetName() const
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	{
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		return this->name;
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	}
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	/**
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	 * Is the pool in the cleaning phase?
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	 * @return true if it is
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	 */
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	inline bool CleaningPool() const
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	{
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		return this->cleaning_pool;
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	}
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};
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template <typename T>
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struct OldMemoryPool : public OldMemoryPoolBase {
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	OldMemoryPool(const char *name, uint max_blocks, uint block_size_bits, uint item_size,
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				OldMemoryPoolNewBlock *new_block_proc, OldMemoryPoolCleanBlock *clean_block_proc) :
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		OldMemoryPoolBase(name, max_blocks, block_size_bits, item_size, new_block_proc, clean_block_proc) {}
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	/**
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	 * Get the pool entry at the given index.
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	 * @param index the index into the pool
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	 * @pre index < this->GetSize()
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	 * @return the pool entry.
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	 */
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	inline T *Get(uint index) const
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	{
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		assert(index < this->GetSize());
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		return (T*)(this->blocks[index >> this->block_size_bits] +
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				(index & ((1 << this->block_size_bits) - 1)) * this->item_size);
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	}
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};
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/**
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 * Generic function to initialize a new block in a pool.
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 * @param start_item the first item that needs to be initialized
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 */
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template <typename T, OldMemoryPool<T> *Tpool>
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static void PoolNewBlock(uint start_item)
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{
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	for (T *t = Tpool->Get(start_item); t != NULL; t = (t->index + 1U < Tpool->GetSize()) ? Tpool->Get(t->index + 1U) : NULL) {
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		t = new (t) T();
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		t->index = start_item++;
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	}
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}
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/**
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 * Generic function to free a new block in a pool.
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 * @param start_item the first item that needs to be cleaned
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 * @param end_item   the last item that needs to be cleaned
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 */
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template <typename T, OldMemoryPool<T> *Tpool>
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static void PoolCleanBlock(uint start_item, uint end_item)
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{
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	for (uint i = start_item; i <= end_item; i++) {
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		T *t = Tpool->Get(i);
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		delete t;
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	}
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}
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/**
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 * Generalization for all pool items that are saved in the savegame.
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 * It specifies all the mechanics to access the pool easily.
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 */
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template <typename T, typename Tid, OldMemoryPool<T> *Tpool>
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struct PoolItem {
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	/**
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	 * The pool-wide index of this object.
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	 */
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	Tid index;
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	/**
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	 * We like to have the correct class destructed.
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	 * @warning It is called even for object allocated on stack,
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	 *          so it is not present in the TPool!
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	 *          Then, index is undefined, not associated with TPool in any way.
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	 * @note    The idea is to free up allocated memory etc.
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	 */
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	virtual ~PoolItem()
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	{
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	}
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	/**
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	 * Constructor of given class.
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	 * @warning It is called even for object allocated on stack,
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	 *          so it may not be present in TPool!
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	 *          Then, index is undefined, not associated with TPool in any way.
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	 * @note    The idea is to initialize variables (except index)
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	 */
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	PoolItem()
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	{
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	}
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	/**
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	 * An overriden version of new that allocates memory on the pool.
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	 * @param size the size of the variable (unused)
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	 * @return the memory that is 'allocated'
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	 */
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	void *operator new(size_t size)
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	{
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		return AllocateRaw();
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   202
	}
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	/**
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	 * 'Free' the memory allocated by the overriden new.
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	 * @param p the memory to 'free'
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	 * @note we only update Tpool->first_free_index
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	 */
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	void operator delete(void *p)
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	{
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		Tpool->UpdateFirstFreeIndex(((T*)p)->index);
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	}
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   213
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   214
	/**
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   215
	 * An overriden version of new, so you can directly allocate a new object with
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	 * the correct index when one is loading the savegame.
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	 * @param size  the size of the variable (unused)
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	 * @param index the index of the object
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	 * @return the memory that is 'allocated'
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   220
	 */
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   221
	void *operator new(size_t size, int index)
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	{
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   223
		if (!Tpool->AddBlockIfNeeded(index)) error("%s: failed loading savegame: too many %s", Tpool->GetName(), Tpool->GetName());
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		return Tpool->Get(index);
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	}
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	/**
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	 * 'Free' the memory allocated by the overriden new.
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	 * @param p     the memory to 'free'
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	 * @param index the original parameter given to create the memory
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	 * @note we only update Tpool->first_free_index
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	 */
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	void operator delete(void *p, int index)
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	{
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		Tpool->UpdateFirstFreeIndex(index);
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	}
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   238
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	/**
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	 * An overriden version of new, so you can use the vehicle instance
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	 * instead of a newly allocated piece of memory.
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	 * @param size the size of the variable (unused)
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	 * @param pn   the already existing object to use as 'storage' backend
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	 * @return the memory that is 'allocated'
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	 */
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	void *operator new(size_t size, T *pn)
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	{
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		return pn;
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	}
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	/**
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	 * 'Free' the memory allocated by the overriden new.
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	 * @param p  the memory to 'free'
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	 * @param pn the pointer that was given to 'new' on creation.
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	 * @note we only update Tpool->first_free_index
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	 */
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	void operator delete(void *p, T *pn)
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	{
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		Tpool->UpdateFirstFreeIndex(pn->index);
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	}
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private:
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	static T *AllocateSafeRaw(uint &first);
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protected:
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	/**
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	 * Allocate a pool item; possibly allocate a new block in the pool.
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	 * @return the allocated pool item (or NULL when the pool is full).
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	 */
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	static inline T *AllocateRaw()
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	{
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		return AllocateSafeRaw(Tpool->first_free_index);
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	}
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	/**
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	 * Allocate a pool item; possibly allocate a new block in the pool.
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	 * @param first the first pool item to start searching
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	 * @return the allocated pool item (or NULL when the pool is full).
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	 */
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	static inline T *AllocateRaw(uint &first)
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	{
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		if (first >= Tpool->GetSize() && !Tpool->AddBlockToPool()) return NULL;
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		return AllocateSafeRaw(first);
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	}
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	/**
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	 * Are we cleaning this pool?
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	 * @return true if we are
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	 */
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	static inline bool CleaningPool()
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	{
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		return Tpool->CleaningPool();
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	}
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public:
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	static bool CanAllocateItem();
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};
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#define OLD_POOL_ENUM(name, type, block_size_bits, max_blocks) \
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	enum { \
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		name##_POOL_BLOCK_SIZE_BITS = block_size_bits, \
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		name##_POOL_MAX_BLOCKS      = max_blocks \
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	};
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#define OLD_POOL_ACCESSORS(name, type) \
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	static inline type* Get##name(uint index) { return _##name##_pool.Get(index);  } \
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	static inline uint Get##name##PoolSize()  { return _##name##_pool.GetSize(); }
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#define DECLARE_OLD_POOL(name, type, block_size_bits, max_blocks) \
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	OLD_POOL_ENUM(name, type, block_size_bits, max_blocks) \
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	extern OldMemoryPool<type> _##name##_pool; \
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	OLD_POOL_ACCESSORS(name, type)
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#define DEFINE_OLD_POOL(name, type, new_block_proc, clean_block_proc) \
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	OldMemoryPool<type> _##name##_pool( \
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		#name, name##_POOL_MAX_BLOCKS, name##_POOL_BLOCK_SIZE_BITS, sizeof(type), \
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		new_block_proc, clean_block_proc);
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#define DEFINE_OLD_POOL_GENERIC(name, type) \
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	OldMemoryPool<type> _##name##_pool( \
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		#name, name##_POOL_MAX_BLOCKS, name##_POOL_BLOCK_SIZE_BITS, sizeof(type), \
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		PoolNewBlock<type, &_##name##_pool>, PoolCleanBlock<type, &_##name##_pool>); \
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		template type *PoolItem<type, type##ID, &_##name##_pool>::AllocateSafeRaw(uint &first);
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#define STATIC_OLD_POOL(name, type, block_size_bits, max_blocks, new_block_proc, clean_block_proc) \
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	OLD_POOL_ENUM(name, type, block_size_bits, max_blocks) \
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	static DEFINE_OLD_POOL(name, type, new_block_proc, clean_block_proc) \
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	OLD_POOL_ACCESSORS(name, type)
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#endif /* OLDPOOL_H */