Files
TrinityCore/dep/include/g3dlite/G3D/WeakCache.h
click e777161888 HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier)
+ reduced Vmap size to less than one third, and improve precision
+ indoor/outdoor check which allows automatic unmounting of players
+ additional area information from WMOAreaTable.dbc, removed existing "hacks"
+ WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!)
- buildfiles for windows are not properly done, and will need to be sorted out
NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault !
THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK!

--HG--
branch : trunk
2010-06-05 00:59:25 +02:00

123 lines
2.7 KiB
C++

/**
@file WeakCache.h
@maintainer Morgan McGuire, graphics3d.com
@created 2007-05-16
@edited 2007-05-16
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_WEAKCACHE_H
#define G3D_WEAKCACHE_H
#include "G3D/ReferenceCount.h"
#include "G3D/Table.h"
namespace G3D {
/**
A cache that does not prevent its members from being garbage collected.
Useful to avoid loading or computing an expression twice. Useful
for memoization and dynamic programming.
Maintains a table of weak pointers. Weak pointers do not prevent
an object from being garbage collected. If the object is garbage
collected, the cache removes its reference.
There are no "contains" or "iterate" methods because elements can be
flushed from the cache at any time if they are garbage collected.
Example:
<pre>
WeakCache<std::string, TextureRef> textureCache;
TextureRef loadTexture(std::string s) {
TextureRef t = textureCache[s];
if (t.isNull()) {
t = Texture::fromFile(s);
textureCache.set(s, t);
}
return t;
}
</pre>
*/
template<class Key, class ValueRef>
class WeakCache {
typedef WeakReferenceCountedPointer<typename ValueRef::element_type> ValueWeakRef;
private:
Table<Key, ValueWeakRef> table;
public:
/**
Returns NULL if the object is not in the cache
*/
ValueRef operator[](const Key& k) {
if (table.containsKey(k)) {
ValueWeakRef w = table[k];
ValueRef s = w.createStrongPtr();
if (s.isNull()) {
// This object has been collected; clean out its key
table.remove(k);
}
return s;
} else {
return NULL;
}
}
void set(const Key& k, ValueRef v) {
table.set(k, v);
}
/** Removes k from the cache or does nothing if it is not currently in the cache.*/
void remove(const Key& k) {
if (table.containsKey(k)) {
table.remove(k);
}
}
};
#if 0 // To turn off all WeakCaching
template<class Key, class ValueRef>
class WeakCache {
private:
Table<Key, ValueRef> table;
public:
/**
Returns NULL if the object is not in the cache
*/
ValueRef operator[](const Key& k) {
if (table.containsKey(k)) {
return table[k];
} else {
return NULL;
}
}
void set(const Key& k, ValueRef v) {
table.set(k, v);
}
/** Removes k from the cache or does nothing if it is not currently in the cache.*/
void remove(const Key& k) {
if (table.containsKey(k)) {
table.remove(k);
}
}
};
#endif
}
#endif