godot/core/templates/oa_hash_map.h

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/*  oa_hash_map.h                                                         */
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#ifndef OA_HASH_MAP_H
#define OA_HASH_MAP_H

#include "core/math/math_funcs.h"
#include "core/os/memory.h"
#include "core/templates/hashfuncs.h"

/**
 * A HashMap implementation that uses open addressing with Robin Hood hashing.
 * Robin Hood hashing swaps out entries that have a smaller probing distance
 * than the to-be-inserted entry, that evens out the average probing distance
 * and enables faster lookups. Backward shift deletion is employed to further
 * improve the performance and to avoid infinite loops in rare cases.
 *
 * The entries are stored inplace, so huge keys or values might fill cache lines
 * a lot faster.
 *
 * Only used keys and values are constructed. For free positions there's space
 * in the arrays for each, but that memory is kept uninitialized.
 *
 * The assignment operator copy the pairs from one map to the other.
 */
template <typename TKey, typename TValue,
		typename Hasher = HashMapHasherDefault,
		typename Comparator = HashMapComparatorDefault<TKey>>
class OAHashMap {
private:
	TValue *values = nullptr;
	TKey *keys = nullptr;
	uint32_t *hashes = nullptr;

	uint32_t capacity = 0;

	uint32_t num_elements = 0;

	static const uint32_t EMPTY_HASH = 0;

	_FORCE_INLINE_ uint32_t _hash(const TKey &p_key) const {}

	_FORCE_INLINE_ uint32_t _get_probe_length(uint32_t p_pos, uint32_t p_hash) const {}

	_FORCE_INLINE_ void _construct(uint32_t p_pos, uint32_t p_hash, const TKey &p_key, const TValue &p_value) {}

	bool _lookup_pos(const TKey &p_key, uint32_t &r_pos) const {}

	void _insert_with_hash(uint32_t p_hash, const TKey &p_key, const TValue &p_value) {}

	void _resize_and_rehash(uint32_t p_new_capacity) {}

	void _resize_and_rehash() {}

public:
	_FORCE_INLINE_ uint32_t get_capacity() const {}
	_FORCE_INLINE_ uint32_t get_num_elements() const {}

	bool is_empty() const {}

	void clear() {}

	void insert(const TKey &p_key, const TValue &p_value) {}

	void set(const TKey &p_key, const TValue &p_data) {}

	/**
	 * returns true if the value was found, false otherwise.
	 *
	 * if r_data is not nullptr then the value will be written to the object
	 * it points to.
	 */
	bool lookup(const TKey &p_key, TValue &r_data) const {}

	const TValue *lookup_ptr(const TKey &p_key) const {}

	TValue *lookup_ptr(const TKey &p_key) {}

	_FORCE_INLINE_ bool has(const TKey &p_key) const {}

	void remove(const TKey &p_key) {}

	/**
	 * reserves space for a number of elements, useful to avoid many resizes and rehashes
	 *  if adding a known (possibly large) number of elements at once, must be larger than old
	 *  capacity.
	 **/
	void reserve(uint32_t p_new_capacity) {}

	struct Iterator {
		bool valid;

		const TKey *key;
		TValue *value = nullptr;

	private:
		uint32_t pos;
		friend class OAHashMap;
	};

	Iterator iter() const {}

	Iterator next_iter(const Iterator &p_iter) const {}

	OAHashMap(const OAHashMap &p_other) {}

	void operator=(const OAHashMap &p_other) {}

	OAHashMap(uint32_t p_initial_capacity = 64) {}

	~OAHashMap() {}
};

#endif // OA_HASH_MAP_H