wxlist.cpp
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上传日期:2015-11-01
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文件大小:24k
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P2P编程
开发平台:
Visual C++
- //------------------------------------------------------------------------------
- // File: WXList.cpp
- //
- // Desc: DirectShow base classes - implements a non-MFC based generic list
- // template class.
- //
- // Copyright (c) Microsoft Corporation. All rights reserved.
- //------------------------------------------------------------------------------
- /* A generic list of pointers to objects.
- Objectives: avoid using MFC libraries in ndm kernel mode and
- provide a really useful list type.
- The class is thread safe in that separate threads may add and
- delete items in the list concurrently although the application
- must ensure that constructor and destructor access is suitably
- synchronised.
- The list name must not conflict with MFC classes as an
- application may use both
- The nodes form a doubly linked, NULL terminated chain with an anchor
- block (the list object per se) holding pointers to the first and last
- nodes and a count of the nodes.
- There is a node cache to reduce the allocation and freeing overhead.
- It optionally (determined at construction time) has an Event which is
- set whenever the list becomes non-empty and reset whenever it becomes
- empty.
- It optionally (determined at construction time) has a Critical Section
- which is entered during the important part of each operation. (About
- all you can do outside it is some parameter checking).
- The node cache is a repository of nodes that are NOT in the list to speed
- up storage allocation. Each list has its own cache to reduce locking and
- serialising. The list accesses are serialised anyway for a given list - a
- common cache would mean that we would have to separately serialise access
- of all lists within the cache. Because the cache only stores nodes that are
- not in the list, releasing the cache does not release any list nodes. This
- means that list nodes can be copied or rechained from one list to another
- without danger of creating a dangling reference if the original cache goes
- away.
- Questionable design decisions:
- 1. Retaining the warts for compatibility
- 2. Keeping an element count -i.e. counting whenever we do anything
- instead of only when we want the count.
- 3. Making the chain pointers NULL terminated. If the list object
- itself looks just like a node and the list is kept as a ring then
- it reduces the number of special cases. All inserts look the same.
- */
- #include <streams.h>
- /* set cursor to the position of each element of list in turn */
- #define INTERNALTRAVERSELIST(list, cursor)
- for ( cursor = (list).GetHeadPositionI()
- ; cursor!=NULL
- ; cursor = (list).Next(cursor)
- )
- /* set cursor to the position of each element of list in turn
- in reverse order
- */
- #define INTERNALREVERSETRAVERSELIST(list, cursor)
- for ( cursor = (list).GetTailPositionI()
- ; cursor!=NULL
- ; cursor = (list).Prev(cursor)
- )
- /* Constructor calls a separate initialisation function that
- creates a node cache, optionally creates a lock object
- and optionally creates a signaling object.
- By default we create a locking object, a DEFAULTCACHE sized
- cache but no event object so the list cannot be used in calls
- to WaitForSingleObject
- */
- CBaseList::CBaseList(TCHAR *pName, // Descriptive list name
- INT iItems) : // Node cache size
- #ifdef DEBUG
- CBaseObject(pName),
- #endif
- m_pFirst(NULL),
- m_pLast(NULL),
- m_Count(0),
- m_Cache(iItems)
- {
- } // constructor
- CBaseList::CBaseList(TCHAR *pName) : // Descriptive list name
- #ifdef DEBUG
- CBaseObject(pName),
- #endif
- m_pFirst(NULL),
- m_pLast(NULL),
- m_Count(0),
- m_Cache(DEFAULTCACHE)
- {
- } // constructor
- #ifdef UNICODE
- CBaseList::CBaseList(CHAR *pName, // Descriptive list name
- INT iItems) : // Node cache size
- #ifdef DEBUG
- CBaseObject(pName),
- #endif
- m_pFirst(NULL),
- m_pLast(NULL),
- m_Count(0),
- m_Cache(iItems)
- {
- } // constructor
- CBaseList::CBaseList(CHAR *pName) : // Descriptive list name
- #ifdef DEBUG
- CBaseObject(pName),
- #endif
- m_pFirst(NULL),
- m_pLast(NULL),
- m_Count(0),
- m_Cache(DEFAULTCACHE)
- {
- } // constructor
- #endif
- /* The destructor enumerates all the node objects in the list and
- in the cache deleting each in turn. We do not do any processing
- on the objects that the list holds (i.e. points to) so if they
- represent interfaces for example the creator of the list should
- ensure that each of them is released before deleting us
- */
- CBaseList::~CBaseList()
- {
- /* Delete all our list nodes */
- RemoveAll();
- } // destructor
- /* Remove all the nodes from the list but don't do anything
- with the objects that each node looks after (this is the
- responsibility of the creator).
- Aa a last act we reset the signalling event
- (if available) to indicate to clients that the list
- does not have any entries in it.
- */
- void CBaseList::RemoveAll()
- {
- /* Free up all the CNode objects NOTE we don't bother putting the
- deleted nodes into the cache as this method is only really called
- in serious times of change such as when we are being deleted at
- which point the cache will be deleted anway */
- CNode *pn = m_pFirst;
- while (pn) {
- CNode *op = pn;
- pn = pn->Next();
- delete op;
- }
- /* Reset the object count and the list pointers */
- m_Count = 0;
- m_pFirst = m_pLast = NULL;
- } // RemoveAll
- /* Return a position enumerator for the entire list.
- A position enumerator is a pointer to a node object cast to a
- transparent type so all we do is return the head/tail node
- pointer in the list.
- WARNING because the position is a pointer to a node there is
- an implicit assumption for users a the list class that after
- deleting an object from the list that any other position
- enumerators that you have may be invalid (since the node
- may be gone).
- */
- POSITION CBaseList::GetHeadPositionI() const
- {
- return (POSITION) m_pFirst;
- } // GetHeadPosition
- POSITION CBaseList::GetTailPositionI() const
- {
- return (POSITION) m_pLast;
- } // GetTailPosition
- /* Get the number of objects in the list,
- Get the lock before accessing the count.
- Locking may not be entirely necessary but it has the side effect
- of making sure that all operations are complete before we get it.
- So for example if a list is being added to this list then that
- will have completed in full before we continue rather than seeing
- an intermediate albeit valid state
- */
- int CBaseList::GetCountI() const
- {
- return m_Count;
- } // GetCount
- /* Return the object at rp, update rp to the next object from
- the list or NULL if you have moved over the last object.
- You may still call this function once we return NULL but
- we will continue to return a NULL position value
- */
- void *CBaseList::GetNextI(POSITION& rp) const
- {
- /* have we reached the end of the list */
- if (rp == NULL) {
- return NULL;
- }
- /* Lock the object before continuing */
- void *pObject;
- /* Copy the original position then step on */
- CNode *pn = (CNode *) rp;
- ASSERT(pn != NULL);
- rp = (POSITION) pn->Next();
- /* Get the object at the original position from the list */
- pObject = pn->GetData();
- // ASSERT(pObject != NULL); // NULL pointers in the list are allowed.
- return pObject;
- } //GetNext
- /* Return the object at p.
- Asking for the object at NULL ASSERTs then returns NULL
- The object is NOT locked. The list is not being changed
- in any way. If another thread is busy deleting the object
- then locking would only result in a change from one bad
- behaviour to another.
- */
- void *CBaseList::GetI(POSITION p) const
- {
- if (p == NULL) {
- return NULL;
- }
- CNode * pn = (CNode *) p;
- void *pObject = pn->GetData();
- // ASSERT(pObject != NULL); // NULL pointers in the list are allowed.
- return pObject;
- } //Get
- /* Return the first position in the list which holds the given pointer.
- Return NULL if it's not found.
- */
- POSITION CBaseList::FindI( void * pObj) const
- {
- POSITION pn;
- INTERNALTRAVERSELIST(*this, pn){
- if (GetI(pn)==pObj) {
- return pn;
- }
- }
- return NULL;
- } // Find
- /* Remove the first node in the list (deletes the pointer to its object
- from the list, does not free the object itself).
- Return the pointer to its object or NULL if empty
- */
- void *CBaseList::RemoveHeadI()
- {
- /* All we do is get the head position and ask for that to be deleted.
- We could special case this since some of the code path checking
- in Remove() is redundant as we know there is no previous
- node for example but it seems to gain little over the
- added complexity
- */
- return RemoveI((POSITION)m_pFirst);
- } // RemoveHead
- /* Remove the last node in the list (deletes the pointer to its object
- from the list, does not free the object itself).
- Return the pointer to its object or NULL if empty
- */
- void *CBaseList::RemoveTailI()
- {
- /* All we do is get the tail position and ask for that to be deleted.
- We could special case this since some of the code path checking
- in Remove() is redundant as we know there is no previous
- node for example but it seems to gain little over the
- added complexity
- */
- return RemoveI((POSITION)m_pLast);
- } // RemoveTail
- /* Remove the pointer to the object in this position from the list.
- Deal with all the chain pointers
- Return a pointer to the object removed from the list.
- The node object that is freed as a result
- of this operation is added to the node cache where
- it can be used again.
- Remove(NULL) is a harmless no-op - but probably is a wart.
- */
- void *CBaseList::RemoveI(POSITION pos)
- {
- /* Lock the critical section before continuing */
- // ASSERT (pos!=NULL); // Removing NULL is to be harmless!
- if (pos==NULL) return NULL;
- CNode *pCurrent = (CNode *) pos;
- ASSERT(pCurrent != NULL);
- /* Update the previous node */
- CNode *pNode = pCurrent->Prev();
- if (pNode == NULL) {
- m_pFirst = pCurrent->Next();
- } else {
- pNode->SetNext(pCurrent->Next());
- }
- /* Update the following node */
- pNode = pCurrent->Next();
- if (pNode == NULL) {
- m_pLast = pCurrent->Prev();
- } else {
- pNode->SetPrev(pCurrent->Prev());
- }
- /* Get the object this node was looking after */
- void *pObject = pCurrent->GetData();
- // ASSERT(pObject != NULL); // NULL pointers in the list are allowed.
- /* Try and add the node object to the cache -
- a NULL return code from the cache means we ran out of room.
- The cache size is fixed by a constructor argument when the
- list is created and defaults to DEFAULTCACHE.
- This means that the cache will have room for this many
- node objects. So if you have a list of media samples
- and you know there will never be more than five active at
- any given time of them for example then override the default
- constructor
- */
- m_Cache.AddToCache(pCurrent);
- /* If the list is empty then reset the list event */
- --m_Count;
- ASSERT(m_Count >= 0);
- return pObject;
- } // Remove
- /* Add this object to the tail end of our list
- Return the new tail position.
- */
- POSITION CBaseList::AddTailI(void *pObject)
- {
- /* Lock the critical section before continuing */
- CNode *pNode;
- // ASSERT(pObject); // NULL pointers in the list are allowed.
- /* If there is a node objects in the cache then use
- that otherwise we will have to create a new one */
- pNode = (CNode *) m_Cache.RemoveFromCache();
- if (pNode == NULL) {
- pNode = new CNode;
- }
- /* Check we have a valid object */
- if (pNode == NULL) {
- return NULL;
- }
- /* Initialise all the CNode object
- just in case it came from the cache
- */
- pNode->SetData(pObject);
- pNode->SetNext(NULL);
- pNode->SetPrev(m_pLast);
- if (m_pLast == NULL) {
- m_pFirst = pNode;
- } else {
- m_pLast->SetNext(pNode);
- }
- /* Set the new last node pointer and also increment the number
- of list entries, the critical section is unlocked when we
- exit the function
- */
- m_pLast = pNode;
- ++m_Count;
- return (POSITION) pNode;
- } // AddTail(object)
- /* Add this object to the head end of our list
- Return the new head position.
- */
- POSITION CBaseList::AddHeadI(void *pObject)
- {
- CNode *pNode;
- // ASSERT(pObject); // NULL pointers in the list are allowed.
- /* If there is a node objects in the cache then use
- that otherwise we will have to create a new one */
- pNode = (CNode *) m_Cache.RemoveFromCache();
- if (pNode == NULL) {
- pNode = new CNode;
- }
- /* Check we have a valid object */
- if (pNode == NULL) {
- return NULL;
- }
- /* Initialise all the CNode object
- just in case it came from the cache
- */
- pNode->SetData(pObject);
- /* chain it in (set four pointers) */
- pNode->SetPrev(NULL);
- pNode->SetNext(m_pFirst);
- if (m_pFirst == NULL) {
- m_pLast = pNode;
- } else {
- m_pFirst->SetPrev(pNode);
- }
- m_pFirst = pNode;
- ++m_Count;
- return (POSITION) pNode;
- } // AddHead(object)
- /* Add all the elements in *pList to the tail of this list.
- Return TRUE if it all worked, FALSE if it didn't.
- If it fails some elements may have been added.
- */
- BOOL CBaseList::AddTail(CBaseList *pList)
- {
- /* lock the object before starting then enumerate
- each entry in the source list and add them one by one to
- our list (while still holding the object lock)
- Lock the other list too.
- */
- POSITION pos = pList->GetHeadPositionI();
- while (pos) {
- if (NULL == AddTailI(pList->GetNextI(pos))) {
- return FALSE;
- }
- }
- return TRUE;
- } // AddTail(list)
- /* Add all the elements in *pList to the head of this list.
- Return TRUE if it all worked, FALSE if it didn't.
- If it fails some elements may have been added.
- */
- BOOL CBaseList::AddHead(CBaseList *pList)
- {
- /* lock the object before starting then enumerate
- each entry in the source list and add them one by one to
- our list (while still holding the object lock)
- Lock the other list too.
- To avoid reversing the list, traverse it backwards.
- */
- POSITION pos;
- INTERNALREVERSETRAVERSELIST(*pList, pos) {
- if (NULL== AddHeadI(pList->GetI(pos))){
- return FALSE;
- }
- }
- return TRUE;
- } // AddHead(list)
- /* Add the object after position p
- p is still valid after the operation.
- AddAfter(NULL,x) adds x to the start - same as AddHead
- Return the position of the new object, NULL if it failed
- */
- POSITION CBaseList::AddAfterI(POSITION pos, void * pObj)
- {
- if (pos==NULL)
- return AddHeadI(pObj);
- /* As someone else might be furkling with the list -
- Lock the critical section before continuing
- */
- CNode *pAfter = (CNode *) pos;
- ASSERT(pAfter != NULL);
- if (pAfter==m_pLast)
- return AddTailI(pObj);
- /* set pnode to point to a new node, preferably from the cache */
- CNode *pNode = (CNode *) m_Cache.RemoveFromCache();
- if (pNode == NULL) {
- pNode = new CNode;
- }
- /* Check we have a valid object */
- if (pNode == NULL) {
- return NULL;
- }
- /* Initialise all the CNode object
- just in case it came from the cache
- */
- pNode->SetData(pObj);
- /* It is to be added to the middle of the list - there is a before
- and after node. Chain it after pAfter, before pBefore.
- */
- CNode * pBefore = pAfter->Next();
- ASSERT(pBefore != NULL);
- /* chain it in (set four pointers) */
- pNode->SetPrev(pAfter);
- pNode->SetNext(pBefore);
- pBefore->SetPrev(pNode);
- pAfter->SetNext(pNode);
- ++m_Count;
- return (POSITION) pNode;
- } // AddAfter(object)
- BOOL CBaseList::AddAfter(POSITION p, CBaseList *pList)
- {
- POSITION pos;
- INTERNALTRAVERSELIST(*pList, pos) {
- /* p follows along the elements being added */
- p = AddAfterI(p, pList->GetI(pos));
- if (p==NULL) return FALSE;
- }
- return TRUE;
- } // AddAfter(list)
- /* Mirror images:
- Add the element or list after position p.
- p is still valid after the operation.
- AddBefore(NULL,x) adds x to the end - same as AddTail
- */
- POSITION CBaseList::AddBeforeI(POSITION pos, void * pObj)
- {
- if (pos==NULL)
- return AddTailI(pObj);
- /* set pnode to point to a new node, preferably from the cache */
- CNode *pBefore = (CNode *) pos;
- ASSERT(pBefore != NULL);
- if (pBefore==m_pFirst)
- return AddHeadI(pObj);
- CNode * pNode = (CNode *) m_Cache.RemoveFromCache();
- if (pNode == NULL) {
- pNode = new CNode;
- }
- /* Check we have a valid object */
- if (pNode == NULL) {
- return NULL;
- }
- /* Initialise all the CNode object
- just in case it came from the cache
- */
- pNode->SetData(pObj);
- /* It is to be added to the middle of the list - there is a before
- and after node. Chain it after pAfter, before pBefore.
- */
- CNode * pAfter = pBefore->Prev();
- ASSERT(pAfter != NULL);
- /* chain it in (set four pointers) */
- pNode->SetPrev(pAfter);
- pNode->SetNext(pBefore);
- pBefore->SetPrev(pNode);
- pAfter->SetNext(pNode);
- ++m_Count;
- return (POSITION) pNode;
- } // Addbefore(object)
- BOOL CBaseList::AddBefore(POSITION p, CBaseList *pList)
- {
- POSITION pos;
- INTERNALREVERSETRAVERSELIST(*pList, pos) {
- /* p follows along the elements being added */
- p = AddBeforeI(p, pList->GetI(pos));
- if (p==NULL) return FALSE;
- }
- return TRUE;
- } // AddBefore(list)
- /* Split *this after position p in *this
- Retain as *this the tail portion of the original *this
- Add the head portion to the tail end of *pList
- Return TRUE if it all worked, FALSE if it didn't.
- e.g.
- foo->MoveToTail(foo->GetHeadPosition(), bar);
- moves one element from the head of foo to the tail of bar
- foo->MoveToTail(NULL, bar);
- is a no-op
- foo->MoveToTail(foo->GetTailPosition, bar);
- concatenates foo onto the end of bar and empties foo.
- A better, except excessively long name might be
- MoveElementsFromHeadThroughPositionToOtherTail
- */
- BOOL CBaseList::MoveToTail
- (POSITION pos, CBaseList *pList)
- {
- /* Algorithm:
- Note that the elements (including their order) in the concatenation
- of *pList to the head of *this is invariant.
- 1. Count elements to be moved
- 2. Join *pList onto the head of this to make one long chain
- 3. Set first/Last pointers in *this and *pList
- 4. Break the chain at the new place
- 5. Adjust counts
- 6. Set/Reset any events
- */
- if (pos==NULL) return TRUE; // no-op. Eliminates special cases later.
- /* Make cMove the number of nodes to move */
- CNode * p = (CNode *)pos;
- int cMove = 0; // number of nodes to move
- while(p!=NULL) {
- p = p->Prev();
- ++cMove;
- }
- /* Join the two chains together */
- if (pList->m_pLast!=NULL)
- pList->m_pLast->SetNext(m_pFirst);
- if (m_pFirst!=NULL)
- m_pFirst->SetPrev(pList->m_pLast);
- /* set first and last pointers */
- p = (CNode *)pos;
- if (pList->m_pFirst==NULL)
- pList->m_pFirst = m_pFirst;
- m_pFirst = p->Next();
- if (m_pFirst==NULL)
- m_pLast = NULL;
- pList->m_pLast = p;
- /* Break the chain after p to create the new pieces */
- if (m_pFirst!=NULL)
- m_pFirst->SetPrev(NULL);
- p->SetNext(NULL);
- /* Adjust the counts */
- m_Count -= cMove;
- pList->m_Count += cMove;
- return TRUE;
- } // MoveToTail
- /* Mirror image of MoveToTail:
- Split *this before position p in *this.
- Retain in *this the head portion of the original *this
- Add the tail portion to the start (i.e. head) of *pList
- Return TRUE if it all worked, FALSE if it didn't.
- e.g.
- foo->MoveToHead(foo->GetTailPosition(), bar);
- moves one element from the tail of foo to the head of bar
- foo->MoveToHead(NULL, bar);
- is a no-op
- foo->MoveToHead(foo->GetHeadPosition, bar);
- concatenates foo onto the start of bar and empties foo.
- */
- BOOL CBaseList::MoveToHead
- (POSITION pos, CBaseList *pList)
- {
- /* See the comments on the algorithm in MoveToTail */
- if (pos==NULL) return TRUE; // no-op. Eliminates special cases later.
- /* Make cMove the number of nodes to move */
- CNode * p = (CNode *)pos;
- int cMove = 0; // number of nodes to move
- while(p!=NULL) {
- p = p->Next();
- ++cMove;
- }
- /* Join the two chains together */
- if (pList->m_pFirst!=NULL)
- pList->m_pFirst->SetPrev(m_pLast);
- if (m_pLast!=NULL)
- m_pLast->SetNext(pList->m_pFirst);
- /* set first and last pointers */
- p = (CNode *)pos;
- if (pList->m_pLast==NULL)
- pList->m_pLast = m_pLast;
- m_pLast = p->Prev();
- if (m_pLast==NULL)
- m_pFirst = NULL;
- pList->m_pFirst = p;
- /* Break the chain after p to create the new pieces */
- if (m_pLast!=NULL)
- m_pLast->SetNext(NULL);
- p->SetPrev(NULL);
- /* Adjust the counts */
- m_Count -= cMove;
- pList->m_Count += cMove;
- return TRUE;
- } // MoveToHead
- /* Reverse the order of the [pointers to] objects in *this
- */
- void CBaseList::Reverse()
- {
- /* algorithm:
- The obvious booby trap is that you flip pointers around and lose
- addressability to the node that you are going to process next.
- The easy way to avoid this is do do one chain at a time.
- Run along the forward chain,
- For each node, set the reverse pointer to the one ahead of us.
- The reverse chain is now a copy of the old forward chain, including
- the NULL termination.
- Run along the reverse chain (i.e. old forward chain again)
- For each node set the forward pointer of the node ahead to point back
- to the one we're standing on.
- The first node needs special treatment,
- it's new forward pointer is NULL.
- Finally set the First/Last pointers
- */
- CNode * p;
- // Yes we COULD use a traverse, but it would look funny!
- p = m_pFirst;
- while (p!=NULL) {
- CNode * q;
- q = p->Next();
- p->SetNext(p->Prev());
- p->SetPrev(q);
- p = q;
- }
- p = m_pFirst;
- m_pFirst = m_pLast;
- m_pLast = p;
- #if 0 // old version
- if (m_pFirst==NULL) return; // empty list
- if (m_pFirst->Next()==NULL) return; // single node list
- /* run along forward chain */
- for ( p = m_pFirst
- ; p!=NULL
- ; p = p->Next()
- ){
- p->SetPrev(p->Next());
- }
- /* special case first element */
- m_pFirst->SetNext(NULL); // fix the old first element
- /* run along new reverse chain i.e. old forward chain again */
- for ( p = m_pFirst // start at the old first element
- ; p->Prev()!=NULL // while there's a node still to be set
- ; p = p->Prev() // work in the same direction as before
- ){
- p->Prev()->SetNext(p);
- }
- /* fix forward and reverse pointers
- - the triple XOR swap would work but all the casts look hideous */
- p = m_pFirst;
- m_pFirst = m_pLast;
- m_pLast = p;
- #endif
- } // Reverse