Lee Dowling points out that duplicating the entire grid data

structure in every game_state is terribly wasteful. Move all the
constant bits of it (i.e. everything except the per-square 'blue'
flag) into a ref-counted shared structure.

[originally from svn r8444]
This commit is contained in:
Simon Tatham
2009-02-05 19:25:44 +00:00
parent 918842835b
commit 279c678179

131
cube.c
View File

@ -179,7 +179,6 @@ struct grid_square {
float points[8]; /* maximum */
int directions[8]; /* bit masks showing point pairs */
int flip;
int blue;
int tetra_class;
};
@ -195,12 +194,25 @@ struct game_params {
int d1, d2;
};
typedef struct game_grid game_grid;
struct game_grid {
int refcount;
struct grid_square *squares;
int nsquares;
};
#define SET_SQUARE(state, i, val) \
((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
(state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
#define GET_SQUARE(state, i) \
(((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
struct game_state {
struct game_params params;
const struct solid *solid;
int *facecolours;
struct grid_square *squares;
int nsquares;
game_grid *grid;
unsigned long *bluemask;
int current; /* index of current grid square */
int sgkey[2]; /* key-point indices into grid sq */
int dgkey[2]; /* key-point indices into grid sq */
@ -689,11 +701,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
static void add_grid_square_callback(void *ctx, struct grid_square *sq)
{
game_state *state = (game_state *)ctx;
game_grid *grid = (game_grid *)ctx;
state->squares[state->nsquares] = *sq; /* structure copy */
state->squares[state->nsquares].blue = FALSE;
state->nsquares++;
grid->squares[grid->nsquares++] = *sq; /* structure copy */
}
static int lowest_face(const struct solid *solid)
@ -865,6 +875,7 @@ static char *validate_desc(game_params *params, char *desc)
static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_grid *grid = snew(game_grid);
game_state *state = snew(game_state);
int area;
@ -872,14 +883,20 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
state->solid = solids[params->solid];
area = grid_area(params->d1, params->d2, state->solid->order);
state->squares = snewn(area, struct grid_square);
state->nsquares = 0;
enum_grid_squares(params, add_grid_square_callback, state);
assert(state->nsquares == area);
grid->squares = snewn(area, struct grid_square);
grid->nsquares = 0;
enum_grid_squares(params, add_grid_square_callback, grid);
assert(grid->nsquares == area);
state->grid = grid;
grid->refcount = 1;
state->facecolours = snewn(state->solid->nfaces, int);
memset(state->facecolours, 0, state->solid->nfaces * sizeof(int));
state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long);
memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 *
sizeof(unsigned long));
/*
* Set up the blue squares and polyhedron position according to
* the game description.
@ -890,7 +907,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
j = 8;
v = 0;
for (i = 0; i < state->nsquares; i++) {
for (i = 0; i < state->grid->nsquares; i++) {
if (j == 8) {
v = *p++;
if (v >= '0' && v <= '9')
@ -903,7 +920,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
break;
}
if (v & j)
state->squares[i].blue = TRUE;
SET_SQUARE(state, i, TRUE);
j >>= 1;
if (j == 0)
j = 8;
@ -913,7 +930,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
p++;
state->current = atoi(p);
if (state->current < 0 || state->current >= state->nsquares)
if (state->current < 0 || state->current >= state->grid->nsquares)
state->current = 0; /* got to do _something_ */
}
@ -925,7 +942,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
int pkey[4];
int ret;
ret = align_poly(state->solid, &state->squares[state->current], pkey);
ret = align_poly(state->solid, &state->grid->squares[state->current], pkey);
assert(ret);
state->dpkey[0] = state->spkey[0] = pkey[0];
@ -951,11 +968,12 @@ static game_state *dup_game(game_state *state)
ret->facecolours = snewn(ret->solid->nfaces, int);
memcpy(ret->facecolours, state->facecolours,
ret->solid->nfaces * sizeof(int));
ret->nsquares = state->nsquares;
ret->current = state->current;
ret->squares = snewn(ret->nsquares, struct grid_square);
memcpy(ret->squares, state->squares,
ret->nsquares * sizeof(struct grid_square));
ret->grid = state->grid;
ret->grid->refcount++;
ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long);
memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 *
sizeof(unsigned long));
ret->dpkey[0] = state->dpkey[0];
ret->dpkey[1] = state->dpkey[1];
ret->dgkey[0] = state->dgkey[0];
@ -974,7 +992,10 @@ static game_state *dup_game(game_state *state)
static void free_game(game_state *state)
{
sfree(state->squares);
if (--state->grid->refcount <= 0) {
sfree(state->grid->squares);
sfree(state->grid);
}
sfree(state->facecolours);
sfree(state);
}
@ -1036,13 +1057,13 @@ static int find_move_dest(game_state *from, int direction,
* Find the two points in the current grid square which
* correspond to this move.
*/
mask = from->squares[from->current].directions[direction];
mask = from->grid->squares[from->current].directions[direction];
if (mask == 0)
return -1;
for (i = j = 0; i < from->squares[from->current].npoints; i++)
for (i = j = 0; i < from->grid->squares[from->current].npoints; i++)
if (mask & (1 << i)) {
points[j*2] = from->squares[from->current].points[i*2];
points[j*2+1] = from->squares[from->current].points[i*2+1];
points[j*2] = from->grid->squares[from->current].points[i*2];
points[j*2+1] = from->grid->squares[from->current].points[i*2+1];
skey[j] = i;
j++;
}
@ -1053,18 +1074,18 @@ static int find_move_dest(game_state *from, int direction,
* This is our move destination.
*/
dest = -1;
for (i = 0; i < from->nsquares; i++)
for (i = 0; i < from->grid->nsquares; i++)
if (i != from->current) {
int match = 0;
float dist;
for (j = 0; j < from->squares[i].npoints; j++) {
dist = (SQ(from->squares[i].points[j*2] - points[0]) +
SQ(from->squares[i].points[j*2+1] - points[1]));
for (j = 0; j < from->grid->squares[i].npoints; j++) {
dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) +
SQ(from->grid->squares[i].points[j*2+1] - points[1]));
if (dist < 0.1)
dkey[match++] = j;
dist = (SQ(from->squares[i].points[j*2] - points[2]) +
SQ(from->squares[i].points[j*2+1] - points[3]));
dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) +
SQ(from->grid->squares[i].points[j*2+1] - points[3]));
if (dist < 0.1)
dkey[match++] = j;
}
@ -1115,8 +1136,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int cx, cy;
double angle;
cx = (int)(state->squares[state->current].x * GRID_SCALE) + ds->ox;
cy = (int)(state->squares[state->current].y * GRID_SCALE) + ds->oy;
cx = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox;
cy = (int)(state->grid->squares[state->current].y * GRID_SCALE) + ds->oy;
if (x == cx && y == cy)
return NULL; /* clicked in exact centre! */
@ -1141,7 +1162,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
* x-axis, not anticlockwise as most mathematicians would
* instinctively assume.
*/
if (state->squares[state->current].npoints == 4) {
if (state->grid->squares[state->current].npoints == 4) {
/* Square. */
if (fabs(angle) > 3*PI/4)
direction = LEFT;
@ -1151,7 +1172,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
direction = DOWN;
else
direction = UP;
} else if (state->squares[state->current].directions[UP] == 0) {
} else if (state->grid->squares[state->current].directions[UP] == 0) {
/* Up-pointing triangle. */
if (angle < -PI/2 || angle > 5*PI/6)
direction = LEFT;
@ -1161,7 +1182,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
direction = RIGHT;
} else {
/* Down-pointing triangle. */
assert(state->squares[state->current].directions[DOWN] == 0);
assert(state->grid->squares[state->current].directions[DOWN] == 0);
if (angle > PI/2 || angle < -5*PI/6)
direction = LEFT;
else if (angle < -PI/6)
@ -1172,7 +1193,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
} else
return NULL;
mask = state->squares[state->current].directions[direction];
mask = state->grid->squares[state->current].directions[direction];
if (mask == 0)
return NULL;
@ -1181,7 +1202,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
*/
if (direction > DOWN) {
for (i = LEFT; i <= DOWN; i++)
if (state->squares[state->current].directions[i] == mask) {
if (state->grid->squares[state->current].directions[i] == mask) {
direction = i;
break;
}
@ -1237,7 +1258,7 @@ static game_state *execute_move(game_state *from, char *move)
*/
{
int all_pkey[4];
align_poly(from->solid, &from->squares[from->current], all_pkey);
align_poly(from->solid, &from->grid->squares[from->current], all_pkey);
pkey[0] = all_pkey[skey[0]];
pkey[1] = all_pkey[skey[1]];
/*
@ -1297,19 +1318,19 @@ static game_state *execute_move(game_state *from, char *move)
angle = -angle; /* HACK */
poly = transform_poly(from->solid,
from->squares[from->current].flip,
from->grid->squares[from->current].flip,
pkey[0], pkey[1], angle);
flip_poly(poly, from->squares[ret->current].flip);
success = align_poly(poly, &from->squares[ret->current], all_pkey);
flip_poly(poly, from->grid->squares[ret->current].flip);
success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
if (!success) {
sfree(poly);
angle = -angle;
poly = transform_poly(from->solid,
from->squares[from->current].flip,
from->grid->squares[from->current].flip,
pkey[0], pkey[1], angle);
flip_poly(poly, from->squares[ret->current].flip);
success = align_poly(poly, &from->squares[ret->current], all_pkey);
flip_poly(poly, from->grid->squares[ret->current].flip);
success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
}
assert(success);
@ -1375,8 +1396,8 @@ static game_state *execute_move(game_state *from, char *move)
if (!ret->completed) {
i = lowest_face(from->solid);
j = ret->facecolours[i];
ret->facecolours[i] = ret->squares[ret->current].blue;
ret->squares[ret->current].blue = j;
ret->facecolours[i] = GET_SQUARE(ret, ret->current);
SET_SQUARE(ret, ret->current, j);
/*
* Detect game completion.
@ -1399,7 +1420,7 @@ static game_state *execute_move(game_state *from, char *move)
int pkey[4];
int success;
success = align_poly(ret->solid, &ret->squares[ret->current], pkey);
success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey);
assert(success);
ret->dpkey[0] = pkey[0];
@ -1561,25 +1582,25 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
newstate = state;
state = oldstate;
for (i = 0; i < state->nsquares; i++) {
for (i = 0; i < state->grid->nsquares; i++) {
int coords[8];
for (j = 0; j < state->squares[i].npoints; j++) {
coords[2*j] = ((int)(state->squares[i].points[2*j] * GRID_SCALE)
for (j = 0; j < state->grid->squares[i].npoints; j++) {
coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE)
+ ds->ox);
coords[2*j+1] = ((int)(state->squares[i].points[2*j+1]*GRID_SCALE)
coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE)
+ ds->oy);
}
draw_polygon(dr, coords, state->squares[i].npoints,
state->squares[i].blue ? COL_BLUE : COL_BACKGROUND,
draw_polygon(dr, coords, state->grid->squares[i].npoints,
GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND,
COL_BORDER);
}
/*
* Now compute and draw the polyhedron.
*/
poly = transform_poly(state->solid, state->squares[square].flip,
poly = transform_poly(state->solid, state->grid->squares[square].flip,
pkey[0], pkey[1], angle);
/*
@ -1595,7 +1616,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
if (i < 2) {
grid_coord =
state->squares[square].points[gkey[j]*2+i];
state->grid->squares[square].points[gkey[j]*2+i];
} else {
grid_coord = 0.0;
}