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grid.c: allocate face/edge/dot arrays incrementally.
Previously, the 'faces', 'edges' and 'dots' arrays in a grid structure were arrays of actual grid_face, grid_edge and grid_dot structures, physically containing all the data about the grid. But they also referred to each other by pointers, which meant that they were hard to realloc larger (you'd have to go through and rewrite all the pointers whenever the base of an array moved). And _that_ meant that every grid type had to figure out a reasonably good upper bound on the number of all those things it was going to need, so that it could allocate those arrays the right size to begin with, and not have to grow them painfully later. For some grid types - particularly the new aperiodic ones - that was actually a painful part of the job. So I think enough is enough: counting up how much memory you're going to need before using it is a mug's game, and we should instead realloc on the fly. So now g->faces, g->edges and g->dots have an extra level of indirection. Instead of being arrays of actual structs, they're arrays of pointers, and each struct in them is individually allocated. Once a grid_face has been allocated, it never moves again, even if the array of pointers changes size. The old code had a common idiom of recovering the array index of a particular element by subtracting it from the array base, e.g. writing 'f - g->faces' or 'e - g->edges'. To make that lookup remain possible, I've added an 'index' field to each sub-structure, which is initialised at the point where we decide what array index it will live at. This should involve no functional change, but the code that previously had to figure out max_faces and max_dots up front for each grid type is now completely gone, and nobody has to solve those problems in advance any more.
This commit is contained in:
10
loopgen.c
10
loopgen.c
@ -83,7 +83,7 @@ static bool can_colour_face(grid *g, char* board, int face_index,
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enum face_colour colour)
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{
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int i, j;
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grid_face *test_face = g->faces + face_index;
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grid_face *test_face = g->faces[face_index];
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grid_face *starting_face, *current_face;
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grid_dot *starting_dot;
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int transitions;
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@ -348,7 +348,7 @@ void generate_loop(grid *g, char *board, random_state *rs,
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* to check every face of the board (the grid structure does not keep a
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* list of the infinite face's neighbours). */
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for (i = 0; i < num_faces; i++) {
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grid_face *f = g->faces + i;
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grid_face *f = g->faces[i];
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struct face_score *fs = face_scores + i;
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if (board[i] != FACE_GREY) continue;
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/* We need the full colourability check here, it's not enough simply
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@ -430,7 +430,7 @@ void generate_loop(grid *g, char *board, random_state *rs,
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del234(darkable_faces_sorted, fs);
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/* Remember which face we've just coloured */
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cur_face = g->faces + i;
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cur_face = g->faces[i];
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/* The face we've just coloured potentially affects the colourability
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* and the scores of any neighbouring faces (touching at a corner or
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@ -456,7 +456,7 @@ void generate_loop(grid *g, char *board, random_state *rs,
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if (FACE_COLOUR(f) != FACE_GREY) continue;
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/* Find the face index and face_score* corresponding to f */
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fi = f - g->faces;
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fi = f->index;
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fs = face_scores + fi;
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/* Remove from lightable list if it's in there. We do this,
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@ -517,7 +517,7 @@ void generate_loop(grid *g, char *board, random_state *rs,
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enum face_colour opp =
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(board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE;
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if (can_colour_face(g, board, j, opp)) {
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grid_face *face = g->faces +j;
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grid_face *face = g->faces[j];
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if (do_random_pass) {
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/* final random pass */
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if (!random_upto(rs, 10))
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