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First version of the SOurce SDK 2013
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138
game/shared/gamestringpool.cpp
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138
game/shared/gamestringpool.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "utlhashtable.h"
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#ifndef GC
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#include "igamesystem.h"
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#endif
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#include "gamestringpool.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: The actual storage for pooled per-level strings
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//-----------------------------------------------------------------------------
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#ifdef GC
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class CGameStringPool
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#else
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class CGameStringPool : public CBaseGameSystem
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#endif
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{
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virtual char const *Name() { return "CGameStringPool"; }
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virtual void LevelShutdownPostEntity() { FreeAll(); }
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void FreeAll()
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{
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#if 0 && _DEBUG
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m_Strings.DbgCheckIntegrity();
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m_KeyLookupCache.DbgCheckIntegrity();
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#endif
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m_Strings.Purge();
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m_KeyLookupCache.Purge();
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}
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CUtlHashtable<CUtlConstString> m_Strings;
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CUtlHashtable<const void*, const char*> m_KeyLookupCache;
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public:
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CGameStringPool() : m_Strings(256) { }
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~CGameStringPool() { FreeAll(); }
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void Dump( void )
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{
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CUtlVector<const char*> strings( 0, m_Strings.Count() );
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for (UtlHashHandle_t i = m_Strings.FirstHandle(); i != m_Strings.InvalidHandle(); i = m_Strings.NextHandle(i))
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{
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strings.AddToTail( strings[i] );
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}
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struct _Local {
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static int __cdecl F(const char * const *a, const char * const *b) { return strcmp(*a, *b); }
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};
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strings.Sort( _Local::F );
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for ( int i = 0; i < strings.Count(); ++i )
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{
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DevMsg( " %d (0x%p) : %s\n", i, strings[i], strings[i] );
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}
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DevMsg( "\n" );
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DevMsg( "Size: %d items\n", strings.Count() );
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}
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const char *Find(const char *string)
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{
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UtlHashHandle_t i = m_Strings.Find( string );
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return i == m_Strings.InvalidHandle() ? NULL : m_Strings[ i ].Get();
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}
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const char *Allocate(const char *string)
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{
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return m_Strings[ m_Strings.Insert( string ) ].Get();
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}
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const char *AllocateWithKey(const char *string, const void* key)
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{
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const char * &cached = m_KeyLookupCache[ m_KeyLookupCache.Insert( key, NULL ) ];
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if (cached == NULL)
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{
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cached = Allocate( string );
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}
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return cached;
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}
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};
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static CGameStringPool g_GameStringPool;
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#ifndef GC
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//-----------------------------------------------------------------------------
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// String system accessor
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//-----------------------------------------------------------------------------
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IGameSystem *GameStringSystem()
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{
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return &g_GameStringPool;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: The public accessor for the level-global pooled strings
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//-----------------------------------------------------------------------------
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string_t AllocPooledString( const char * pszValue )
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{
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if (pszValue && *pszValue)
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return MAKE_STRING( g_GameStringPool.Allocate( pszValue ) );
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return NULL_STRING;
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}
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string_t AllocPooledString_StaticConstantStringPointer( const char * pszGlobalConstValue )
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{
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Assert(pszGlobalConstValue && *pszGlobalConstValue);
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return MAKE_STRING( g_GameStringPool.AllocateWithKey( pszGlobalConstValue, pszGlobalConstValue ) );
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}
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string_t FindPooledString( const char *pszValue )
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{
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return MAKE_STRING( g_GameStringPool.Find( pszValue ) );
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}
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#if !defined(CLIENT_DLL) && !defined( GC )
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CC_DumpGameStringTable( void )
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{
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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g_GameStringPool.Dump();
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}
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static ConCommand dumpgamestringtable("dumpgamestringtable", CC_DumpGameStringTable, "Dump the contents of the game string table to the console.", FCVAR_CHEAT);
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#endif
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