blob: b26582b6dc5e8213063e9d6e0305c18d3490666b [file] [log] [blame]
using Lucene.Net.Diagnostics;
using Lucene.Net.Support;
using System;
using System.Diagnostics.CodeAnalysis;
namespace Lucene.Net.Util
{
/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/// <summary>
/// A pool for <see cref="int"/> blocks similar to <see cref="ByteBlockPool"/>.
/// <para/>
/// NOTE: This was IntBlockPool in Lucene
/// <para/>
/// @lucene.internal
/// </summary>
public sealed class Int32BlockPool
{
/// <summary>
/// NOTE: This was INT_BLOCK_SHIFT in Lucene
/// </summary>
public static readonly int INT32_BLOCK_SHIFT = 13;
/// <summary>
/// NOTE: This was INT_BLOCK_SIZE in Lucene
/// </summary>
public static readonly int INT32_BLOCK_SIZE = 1 << INT32_BLOCK_SHIFT;
/// <summary>
/// NOTE: This was INT_BLOCK_MASK in Lucene
/// </summary>
public static readonly int INT32_BLOCK_MASK = INT32_BLOCK_SIZE - 1;
/// <summary>
/// Abstract class for allocating and freeing <see cref="int"/>
/// blocks.
/// </summary>
public abstract class Allocator
{
protected readonly int m_blockSize;
public Allocator(int blockSize)
{
this.m_blockSize = blockSize;
}
/// <summary>
/// NOTE: This was recycleIntBlocks() in Lucene
/// </summary>
public abstract void RecycleInt32Blocks(int[][] blocks, int start, int end);
/// <summary>
/// NOTE: This was getIntBlock() in Lucene
/// </summary>
public virtual int[] GetInt32Block()
{
return new int[m_blockSize];
}
}
/// <summary>
/// A simple <see cref="Allocator"/> that never recycles. </summary>
public sealed class DirectAllocator : Allocator
{
/// <summary>
/// Creates a new <see cref="DirectAllocator"/> with a default block size
/// </summary>
public DirectAllocator()
: base(INT32_BLOCK_SIZE)
{
}
/// <summary>
/// NOTE: This was recycleIntBlocks() in Lucene
/// </summary>
public override void RecycleInt32Blocks(int[][] blocks, int start, int end)
{
}
}
/// <summary>
/// Array of buffers currently used in the pool. Buffers are allocated if needed don't modify this outside of this class. </summary>
[WritableArray]
[SuppressMessage("Microsoft.Performance", "CA1819", Justification = "Lucene's design requires some writable array properties")]
public int[][] Buffers
{
get => buffers;
set => buffers = value;
}
private int[][] buffers = new int[10][];
/// <summary>
/// Index into the buffers array pointing to the current buffer used as the head. </summary>
private int bufferUpto = -1;
/// <summary>
/// Pointer to the current position in head buffer
/// <para/>
/// NOTE: This was intUpto in Lucene
/// </summary>
public int Int32Upto { get; set; }
/// <summary>
/// Current head buffer. </summary>
[WritableArray]
[SuppressMessage("Microsoft.Performance", "CA1819", Justification = "Lucene's design requires some writable array properties")]
public int[] Buffer
{
get => buffer;
set => buffer = value;
}
private int[] buffer;
/// <summary>
/// Current head offset.
/// <para/>
/// NOTE: This was intOffset in Lucene
/// </summary>
public int Int32Offset { get; set; }
private readonly Allocator allocator;
/// <summary>
/// Creates a new <see cref="Int32BlockPool"/> with a default <see cref="Allocator"/>. </summary>
/// <seealso cref="Int32BlockPool.NextBuffer()"/>
public Int32BlockPool()
: this(new DirectAllocator())
{
}
/// <summary>
/// Creates a new <see cref="Int32BlockPool"/> with the given <see cref="Allocator"/>. </summary>
/// <seealso cref="Int32BlockPool.NextBuffer()"/>
public Int32BlockPool(Allocator allocator)
{
// set defaults
Int32Upto = INT32_BLOCK_SIZE;
Int32Offset = -INT32_BLOCK_SIZE;
this.allocator = allocator;
}
/// <summary>
/// Resets the pool to its initial state reusing the first buffer. Calling
/// <see cref="Int32BlockPool.NextBuffer()"/> is not needed after reset.
/// </summary>
public void Reset()
{
this.Reset(true, true);
}
/// <summary>
/// Expert: Resets the pool to its initial state reusing the first buffer. </summary>
/// <param name="zeroFillBuffers"> If <c>true</c> the buffers are filled with <c>0</c>.
/// this should be set to <c>true</c> if this pool is used with
/// <see cref="SliceWriter"/>. </param>
/// <param name="reuseFirst"> If <c>true</c> the first buffer will be reused and calling
/// <see cref="Int32BlockPool.NextBuffer()"/> is not needed after reset if the
/// block pool was used before ie. <see cref="Int32BlockPool.NextBuffer()"/> was called before. </param>
public void Reset(bool zeroFillBuffers, bool reuseFirst)
{
if (bufferUpto != -1)
{
// We allocated at least one buffer
if (zeroFillBuffers)
{
for (int i = 0; i < bufferUpto; i++)
{
// Fully zero fill buffers that we fully used
Arrays.Fill(buffers[i], 0);
}
// Partial zero fill the final buffer
Arrays.Fill(buffers[bufferUpto], 0, Int32Upto, 0);
}
if (bufferUpto > 0 || !reuseFirst)
{
int offset = reuseFirst ? 1 : 0;
// Recycle all but the first buffer
allocator.RecycleInt32Blocks(buffers, offset, 1 + bufferUpto);
Arrays.Fill(buffers, offset, bufferUpto + 1, null);
}
if (reuseFirst)
{
// Re-use the first buffer
bufferUpto = 0;
Int32Upto = 0;
Int32Offset = 0;
buffer = buffers[0];
}
else
{
bufferUpto = -1;
Int32Upto = INT32_BLOCK_SIZE;
Int32Offset = -INT32_BLOCK_SIZE;
buffer = null;
}
}
}
/// <summary>
/// Advances the pool to its next buffer. This method should be called once
/// after the constructor to initialize the pool. In contrast to the
/// constructor a <see cref="Int32BlockPool.Reset()"/> call will advance the pool to
/// its first buffer immediately.
/// </summary>
public void NextBuffer()
{
if (1 + bufferUpto == buffers.Length)
{
int[][] newBuffers = new int[(int)(buffers.Length * 1.5)][];
Array.Copy(buffers, 0, newBuffers, 0, buffers.Length);
buffers = newBuffers;
}
buffer = buffers[1 + bufferUpto] = allocator.GetInt32Block();
bufferUpto++;
Int32Upto = 0;
Int32Offset += INT32_BLOCK_SIZE;
}
/// <summary>
/// Creates a new <see cref="int"/> slice with the given starting size and returns the slices offset in the pool. </summary>
/// <seealso cref="SliceReader"/>
private int NewSlice(int size)
{
if (Int32Upto > INT32_BLOCK_SIZE - size)
{
NextBuffer();
if (Debugging.AssertsEnabled) Debugging.Assert(AssertSliceBuffer(buffer));
}
int upto = Int32Upto;
Int32Upto += size;
buffer[Int32Upto - 1] = 1;
return upto;
}
private static bool AssertSliceBuffer(int[] buffer)
{
int count = 0;
for (int i = 0; i < buffer.Length; i++)
{
count += buffer[i]; // for slices the buffer must only have 0 values
}
return count == 0;
}
// no need to make this public unless we support different sizes
// TODO make the levels and the sizes configurable
/// <summary>
/// An array holding the offset into the <see cref="Int32BlockPool.LEVEL_SIZE_ARRAY"/>
/// to quickly navigate to the next slice level.
/// </summary>
private static readonly int[] NEXT_LEVEL_ARRAY = new int[] { 1, 2, 3, 4, 5, 6, 7, 8, 9, 9 };
/// <summary>
/// An array holding the level sizes for <see cref="int"/> slices.
/// </summary>
private static readonly int[] LEVEL_SIZE_ARRAY = new int[] { 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 };
/// <summary>
/// The first level size for new slices.
/// </summary>
private static readonly int FIRST_LEVEL_SIZE = LEVEL_SIZE_ARRAY[0];
/// <summary>
/// Allocates a new slice from the given offset.
/// </summary>
private int AllocSlice(int[] slice, int sliceOffset)
{
int level = slice[sliceOffset];
int newLevel = NEXT_LEVEL_ARRAY[level - 1];
int newSize = LEVEL_SIZE_ARRAY[newLevel];
// Maybe allocate another block
if (Int32Upto > INT32_BLOCK_SIZE - newSize)
{
NextBuffer();
if (Debugging.AssertsEnabled) Debugging.Assert(AssertSliceBuffer(buffer));
}
int newUpto = Int32Upto;
int offset = newUpto + Int32Offset;
Int32Upto += newSize;
// Write forwarding address at end of last slice:
slice[sliceOffset] = offset;
// Write new level:
buffer[Int32Upto - 1] = newLevel;
return newUpto;
}
/// <summary>
/// A <see cref="SliceWriter"/> that allows to write multiple integer slices into a given <see cref="Int32BlockPool"/>.
/// <para/>
/// @lucene.internal
/// </summary>
/// <seealso cref="SliceReader"/>
public class SliceWriter
{
private int offset;
private readonly Int32BlockPool pool;
public SliceWriter(Int32BlockPool pool)
{
this.pool = pool;
}
///
public virtual void Reset(int sliceOffset)
{
this.offset = sliceOffset;
}
/// <summary>
/// Writes the given value into the slice and resizes the slice if needed
/// <para/>
/// NOTE: This was writeInt() in Lucene
/// </summary>
public virtual void WriteInt32(int value)
{
int[] ints = pool.buffers[offset >> INT32_BLOCK_SHIFT];
if (Debugging.AssertsEnabled) Debugging.Assert(ints != null);
int relativeOffset = offset & INT32_BLOCK_MASK;
if (ints[relativeOffset] != 0)
{
// End of slice; allocate a new one
relativeOffset = pool.AllocSlice(ints, relativeOffset);
ints = pool.buffer;
offset = relativeOffset + pool.Int32Offset;
}
ints[relativeOffset] = value;
offset++;
}
/// <summary>
/// Starts a new slice and returns the start offset. The returned value
/// should be used as the start offset to initialize a <see cref="SliceReader"/>.
/// </summary>
public virtual int StartNewSlice()
{
return offset = pool.NewSlice(FIRST_LEVEL_SIZE) + pool.Int32Offset;
}
/// <summary>
/// Returns the offset of the currently written slice. The returned value
/// should be used as the end offset to initialize a <see cref="SliceReader"/> once
/// this slice is fully written or to reset the this writer if another slice
/// needs to be written.
/// </summary>
public virtual int CurrentOffset => offset;
}
/// <summary>
/// A <see cref="SliceReader"/> that can read <see cref="int"/> slices written by a <see cref="SliceWriter"/>.
/// <para/>
/// @lucene.internal
/// </summary>
public sealed class SliceReader
{
private readonly Int32BlockPool pool;
private int upto;
private int bufferUpto;
private int bufferOffset;
private int[] buffer;
private int limit;
private int level;
private int end;
/// <summary>
/// Creates a new <see cref="SliceReader"/> on the given pool.
/// </summary>
public SliceReader(Int32BlockPool pool)
{
this.pool = pool;
}
/// <summary>
/// Resets the reader to a slice give the slices absolute start and end offset in the pool.
/// </summary>
public void Reset(int startOffset, int endOffset)
{
bufferUpto = startOffset / INT32_BLOCK_SIZE;
bufferOffset = bufferUpto * INT32_BLOCK_SIZE;
this.end = endOffset;
upto = startOffset;
level = 1;
buffer = pool.buffers[bufferUpto];
upto = startOffset & INT32_BLOCK_MASK;
int firstSize = Int32BlockPool.LEVEL_SIZE_ARRAY[0];
if (startOffset + firstSize >= endOffset)
{
// There is only this one slice to read
limit = endOffset & INT32_BLOCK_MASK;
}
else
{
limit = upto + firstSize - 1;
}
}
/// <summary>
/// Returns <c>true</c> if the current slice is fully read. If this
/// method returns <c>true</c> <seealso cref="SliceReader.ReadInt32()"/> should not
/// be called again on this slice.
/// </summary>
public bool IsEndOfSlice
{
get
{
if (Debugging.AssertsEnabled) Debugging.Assert(upto + bufferOffset <= end);
return upto + bufferOffset == end;
}
}
/// <summary>
/// Reads the next <see cref="int"/> from the current slice and returns it.
/// <para/>
/// NOTE: This was readInt() in Lucene
/// </summary>
/// <seealso cref="SliceReader.IsEndOfSlice"/>
public int ReadInt32()
{
if (Debugging.AssertsEnabled)
{
Debugging.Assert(!IsEndOfSlice);
Debugging.Assert(upto <= limit);
}
if (upto == limit)
{
NextSlice();
}
return buffer[upto++];
}
private void NextSlice()
{
// Skip to our next slice
int nextIndex = buffer[limit];
level = NEXT_LEVEL_ARRAY[level - 1];
int newSize = LEVEL_SIZE_ARRAY[level];
bufferUpto = nextIndex / INT32_BLOCK_SIZE;
bufferOffset = bufferUpto * INT32_BLOCK_SIZE;
buffer = pool.Buffers[bufferUpto];
upto = nextIndex & INT32_BLOCK_MASK;
if (nextIndex + newSize >= end)
{
// We are advancing to the final slice
if (Debugging.AssertsEnabled) Debugging.Assert(end - nextIndex > 0);
limit = end - bufferOffset;
}
else
{
// this is not the final slice (subtract 4 for the
// forwarding address at the end of this new slice)
limit = upto + newSize - 1;
}
}
}
}
}