mirror of
https://github.com/reactos/reactos.git
synced 2024-12-30 19:14:31 +00:00
440 lines
16 KiB
C
440 lines
16 KiB
C
/*
|
|
* PROJECT: Skiplist implementation for the ReactOS Project
|
|
* LICENSE: GPL-2.0+ (https://spdx.org/licenses/GPL-2.0+)
|
|
* PURPOSE: All implemented functions operating on the Skiplist
|
|
* COPYRIGHT: Copyright 2015 Colin Finck (colin@reactos.org)
|
|
*/
|
|
|
|
#include <intrin.h>
|
|
#include <windef.h>
|
|
#include <winbase.h>
|
|
#include "skiplist.h"
|
|
|
|
/**
|
|
* @name _GetRandomLevel
|
|
*
|
|
* Returns a random level for the next element to be inserted.
|
|
* This level is geometrically distributed for p = 0.5, so perfectly suitable for an efficient Skiplist implementation.
|
|
*
|
|
* @return
|
|
* A value between 0 and SKIPLIST_LEVELS - 1.
|
|
*/
|
|
static __inline CHAR
|
|
_GetRandomLevel()
|
|
{
|
|
// Using a simple fixed seed and the Park-Miller Lehmer Minimal Standard Random Number Generator gives an acceptable distribution for our "random" levels.
|
|
static DWORD dwRandom = 1;
|
|
|
|
DWORD dwLevel = 0;
|
|
DWORD dwShifted;
|
|
|
|
// Generate 31 uniformly distributed pseudo-random bits using the Park-Miller Lehmer Minimal Standard Random Number Generator.
|
|
dwRandom = (DWORD)(((ULONGLONG)dwRandom * 48271UL) % 2147483647UL);
|
|
|
|
// Shift out (31 - SKIPLIST_LEVELS) bits to the right to have no more than SKIPLIST_LEVELS bits set.
|
|
dwShifted = dwRandom >> (31 - SKIPLIST_LEVELS);
|
|
|
|
// BitScanForward doesn't operate on a zero input value.
|
|
if (dwShifted)
|
|
{
|
|
// BitScanForward sets dwLevel to the zero-based position of the first set bit (from LSB to MSB).
|
|
// This makes dwLevel a geometrically distributed value between 0 and SKIPLIST_LEVELS - 1 for p = 0.5.
|
|
BitScanForward(&dwLevel, dwShifted);
|
|
}
|
|
|
|
// dwLevel can't have a value higher than 30 this way, so a CHAR is more than enough.
|
|
return (CHAR)dwLevel;
|
|
}
|
|
|
|
/**
|
|
* @name _InsertElementSkiplistWithInformation
|
|
*
|
|
* Determines a level for the new element and inserts it at the given position in the Skiplist.
|
|
* This function is internally used by the Skiplist insertion functions.
|
|
*
|
|
* @param Skiplist
|
|
* Pointer to the SKIPLIST structure to operate on.
|
|
*
|
|
* @param Element
|
|
* The element to insert.
|
|
*
|
|
* @param pUpdate
|
|
* Array containing the last nodes before our new node on each level.
|
|
*
|
|
* @param dwDistance
|
|
* Array containing the distance to the last node before our new node on each level.
|
|
*
|
|
* @return
|
|
* TRUE if the node was successfully inserted, FALSE if no memory could be allocated for it.
|
|
*/
|
|
static BOOL
|
|
_InsertElementSkiplistWithInformation(PSKIPLIST Skiplist, PVOID Element, PSKIPLIST_NODE* pUpdate, DWORD* dwDistance)
|
|
{
|
|
CHAR chNewLevel;
|
|
CHAR i;
|
|
PSKIPLIST_NODE pNode;
|
|
|
|
// Get the highest level, on which the node shall be inserted.
|
|
chNewLevel = _GetRandomLevel();
|
|
|
|
// Check if the new level is higher than the maximum level we currently have in the Skiplist.
|
|
if (chNewLevel > Skiplist->MaximumLevel)
|
|
{
|
|
// It is, so we also need to insert the new node right after the Head node on some levels.
|
|
// These are the levels higher than the current maximum level up to the new level.
|
|
// We also need to set the distance of these elements to the new node count to account for the calculations below.
|
|
for (i = Skiplist->MaximumLevel + 1; i <= chNewLevel; i++)
|
|
{
|
|
pUpdate[i] = &Skiplist->Head;
|
|
pUpdate[i]->Distance[i] = Skiplist->NodeCount + 1;
|
|
}
|
|
|
|
// The new level is the new maximum level of the entire Skiplist.
|
|
Skiplist->MaximumLevel = chNewLevel;
|
|
}
|
|
|
|
// Finally create our new Skiplist node.
|
|
pNode = Skiplist->AllocateRoutine(sizeof(SKIPLIST_NODE));
|
|
if (!pNode)
|
|
return FALSE;
|
|
|
|
pNode->Element = Element;
|
|
|
|
// For each used level, insert us between the saved node for this level and its current next node.
|
|
for (i = 0; i <= chNewLevel; i++)
|
|
{
|
|
pNode->Next[i] = pUpdate[i]->Next[i];
|
|
pUpdate[i]->Next[i] = pNode;
|
|
|
|
// We know the walked distance in this level: dwDistance[i]
|
|
// We also know the element index of the new node: dwDistance[0]
|
|
// The new node's distance is now the walked distance in this level plus the difference between the saved node's distance and the element index.
|
|
pNode->Distance[i] = dwDistance[i] + (pUpdate[i]->Distance[i] - dwDistance[0]);
|
|
|
|
// The saved node's distance is now the element index plus one (to account for the added node) minus the walked distance in this level.
|
|
pUpdate[i]->Distance[i] = dwDistance[0] + 1 - dwDistance[i];
|
|
}
|
|
|
|
// For all levels above the new node's level, we need to increment the distance, because we've just added our new node.
|
|
for (i = chNewLevel + 1; i <= Skiplist->MaximumLevel; i++)
|
|
++pUpdate[i]->Distance[i];
|
|
|
|
// We've successfully added a node :)
|
|
++Skiplist->NodeCount;
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* @name DeleteElementSkiplist
|
|
*
|
|
* Deletes an element from the Skiplist. The efficiency of this operation is O(log N) on average.
|
|
*
|
|
* Instead of the result of a LookupElementSkiplist call, it's sufficient to provide a dummy element with just enough information for your CompareRoutine.
|
|
* A lookup for the element to be deleted needs to be performed in any case.
|
|
*
|
|
* @param Skiplist
|
|
* Pointer to the SKIPLIST structure to operate on.
|
|
*
|
|
* @param Element
|
|
* Information about the element to be deleted.
|
|
*
|
|
* @return
|
|
* Returns the deleted element or NULL if no such element was found.
|
|
* You can then free memory for the deleted element if necessary.
|
|
*/
|
|
PVOID
|
|
DeleteElementSkiplist(PSKIPLIST Skiplist, PVOID Element)
|
|
{
|
|
CHAR i;
|
|
PSKIPLIST_NODE pLastComparedNode = NULL;
|
|
PSKIPLIST_NODE pNode = &Skiplist->Head;
|
|
PSKIPLIST_NODE pUpdate[SKIPLIST_LEVELS];
|
|
PVOID pReturnValue;
|
|
|
|
// Find the node on every currently used level, after which the node to be deleted must follow.
|
|
// This can be done efficiently by starting from the maximum level and going down a level each time a position has been found.
|
|
for (i = Skiplist->MaximumLevel + 1; --i >= 0;)
|
|
{
|
|
while (pNode->Next[i] && pNode->Next[i] != pLastComparedNode && Skiplist->CompareRoutine(pNode->Next[i]->Element, Element) < 0)
|
|
pNode = pNode->Next[i];
|
|
|
|
// Reduce the number of comparisons by not comparing the same node on different levels twice.
|
|
pLastComparedNode = pNode->Next[i];
|
|
pUpdate[i] = pNode;
|
|
}
|
|
|
|
// Check if the node we're looking for has been found.
|
|
pNode = pNode->Next[0];
|
|
if (!pNode || Skiplist->CompareRoutine(pNode->Element, Element) != 0)
|
|
{
|
|
// It hasn't been found, so there's nothing to delete.
|
|
return NULL;
|
|
}
|
|
|
|
// Beginning at the lowest level, remove the node from each level of the list and merge distances.
|
|
// We can stop as soon as we found the first level that doesn't contain the node.
|
|
for (i = 0; i <= Skiplist->MaximumLevel && pUpdate[i]->Next[i] == pNode; i++)
|
|
{
|
|
pUpdate[i]->Distance[i] += pNode->Distance[i] - 1;
|
|
pUpdate[i]->Next[i] = pNode->Next[i];
|
|
}
|
|
|
|
// Now decrement the distance of the corresponding node in levels higher than the deleted node's level to account for the deleted node.
|
|
while (i <= Skiplist->MaximumLevel)
|
|
{
|
|
--pUpdate[i]->Distance[i];
|
|
i++;
|
|
}
|
|
|
|
// Return the deleted element (so the caller can free it if necessary) and free the memory for the node itself (allocated by us).
|
|
pReturnValue = pNode->Element;
|
|
Skiplist->FreeRoutine(pNode);
|
|
|
|
// Find all levels which now contain no more nodes and reduce the maximum level of the entire Skiplist accordingly.
|
|
while (Skiplist->MaximumLevel > 0 && !Skiplist->Head.Next[Skiplist->MaximumLevel])
|
|
--Skiplist->MaximumLevel;
|
|
|
|
// We've successfully deleted the node :)
|
|
--Skiplist->NodeCount;
|
|
return pReturnValue;
|
|
}
|
|
|
|
/**
|
|
* @name InitializeSkiplist
|
|
*
|
|
* Initializes a new Skiplist structure.
|
|
*
|
|
* @param Skiplist
|
|
* Pointer to the SKIPLIST structure to operate on.
|
|
*
|
|
* @param AllocateRoutine
|
|
* Pointer to a SKIPLIST_ALLOCATE_ROUTINE for allocating memory for new Skiplist nodes.
|
|
*
|
|
* @param CompareRoutine
|
|
* Pointer to a SKIPLIST_COMPARE_ROUTINE for comparing two elements of the Skiplist.
|
|
*
|
|
* @param FreeRoutine
|
|
* Pointer to a SKIPLIST_FREE_ROUTINE for freeing memory allocated with AllocateRoutine.
|
|
*/
|
|
void
|
|
InitializeSkiplist(PSKIPLIST Skiplist, PSKIPLIST_ALLOCATE_ROUTINE AllocateRoutine, PSKIPLIST_COMPARE_ROUTINE CompareRoutine, PSKIPLIST_FREE_ROUTINE FreeRoutine)
|
|
{
|
|
// Store the routines.
|
|
Skiplist->AllocateRoutine = AllocateRoutine;
|
|
Skiplist->CompareRoutine = CompareRoutine;
|
|
Skiplist->FreeRoutine = FreeRoutine;
|
|
|
|
// Initialize the members and pointers.
|
|
// The Distance array is only used when a node is non-NULL, so it doesn't need initialization.
|
|
Skiplist->MaximumLevel = 0;
|
|
Skiplist->NodeCount = 0;
|
|
ZeroMemory(Skiplist->Head.Next, sizeof(Skiplist->Head.Next));
|
|
}
|
|
|
|
/**
|
|
* @name InsertElementSkiplist
|
|
*
|
|
* Inserts a new element into the Skiplist. The efficiency of this operation is O(log N) on average.
|
|
* Uses CompareRoutine to find the right position for the insertion.
|
|
*
|
|
* @param Skiplist
|
|
* Pointer to the SKIPLIST structure to operate on.
|
|
*
|
|
* @param Element
|
|
* The element to insert.
|
|
*
|
|
* @return
|
|
* TRUE if the node was successfully inserted, FALSE if it already exists or no memory could be allocated for it.
|
|
*/
|
|
BOOL
|
|
InsertElementSkiplist(PSKIPLIST Skiplist, PVOID Element)
|
|
{
|
|
CHAR i;
|
|
DWORD dwDistance[SKIPLIST_LEVELS + 1] = { 0 };
|
|
PSKIPLIST_NODE pLastComparedNode = NULL;
|
|
PSKIPLIST_NODE pNode = &Skiplist->Head;
|
|
PSKIPLIST_NODE pUpdate[SKIPLIST_LEVELS];
|
|
|
|
// Find the node on every currently used level, after which the new node needs to be inserted.
|
|
// This can be done efficiently by starting from the maximum level and going down a level each time a position has been found.
|
|
for (i = Skiplist->MaximumLevel + 1; --i >= 0;)
|
|
{
|
|
// When entering this level, we begin at the distance of the last level we walked through.
|
|
dwDistance[i] = dwDistance[i + 1];
|
|
|
|
while (pNode->Next[i] && pNode->Next[i] != pLastComparedNode && Skiplist->CompareRoutine(pNode->Next[i]->Element, Element) < 0)
|
|
{
|
|
// Save our position in every level when walking through the nodes.
|
|
dwDistance[i] += pNode->Distance[i];
|
|
|
|
// Advance to the next node.
|
|
pNode = pNode->Next[i];
|
|
}
|
|
|
|
// Reduce the number of comparisons by not comparing the same node on different levels twice.
|
|
pLastComparedNode = pNode->Next[i];
|
|
pUpdate[i] = pNode;
|
|
}
|
|
|
|
// Check if the node already exists in the Skiplist.
|
|
pNode = pNode->Next[0];
|
|
if (pNode && Skiplist->CompareRoutine(pNode->Element, Element) == 0)
|
|
{
|
|
// All elements to be inserted mustn't exist in the list, so we see this as a failure.
|
|
return FALSE;
|
|
}
|
|
|
|
// The rest of the procedure is the same for both insertion functions.
|
|
return _InsertElementSkiplistWithInformation(Skiplist, Element, pUpdate, dwDistance);
|
|
}
|
|
|
|
/**
|
|
* @name InsertTailElementSkiplist
|
|
*
|
|
* Inserts a new element at the end of the Skiplist. The efficiency of this operation is O(log N) on average.
|
|
* In contrast to InsertElementSkiplist, this function is more efficient by not calling CompareRoutine at all and always inserting the element at the end.
|
|
* You're responsible for calling this function only when you can guarantee that InsertElementSkiplist would also insert the element at the end.
|
|
*
|
|
* @param Skiplist
|
|
* Pointer to the SKIPLIST structure to operate on.
|
|
*
|
|
* @param Element
|
|
* The element to insert.
|
|
*
|
|
* @return
|
|
* TRUE if the node was successfully inserted, FALSE if it already exists or no memory could be allocated for it.
|
|
*/
|
|
BOOL
|
|
InsertTailElementSkiplist(PSKIPLIST Skiplist, PVOID Element)
|
|
{
|
|
CHAR i;
|
|
DWORD dwDistance[SKIPLIST_LEVELS + 1] = { 0 };
|
|
PSKIPLIST_NODE pNode = &Skiplist->Head;
|
|
PSKIPLIST_NODE pUpdate[SKIPLIST_LEVELS];
|
|
|
|
// Find the last node on every currently used level, after which the new node needs to be inserted.
|
|
// This can be done efficiently by starting from the maximum level and going down a level each time a position has been found.
|
|
for (i = Skiplist->MaximumLevel + 1; --i >= 0;)
|
|
{
|
|
// When entering this level, we begin at the distance of the last level we walked through.
|
|
dwDistance[i] = dwDistance[i + 1];
|
|
|
|
while (pNode->Next[i])
|
|
{
|
|
// Save our position in every level when walking through the nodes.
|
|
dwDistance[i] += pNode->Distance[i];
|
|
|
|
// Advance to the next node.
|
|
pNode = pNode->Next[i];
|
|
}
|
|
|
|
pUpdate[i] = pNode;
|
|
}
|
|
|
|
// The rest of the procedure is the same for both insertion functions.
|
|
return _InsertElementSkiplistWithInformation(Skiplist, Element, pUpdate, dwDistance);
|
|
}
|
|
|
|
/**
|
|
* @name LookupElementSkiplist
|
|
*
|
|
* Looks up an element in the Skiplist. The efficiency of this operation is O(log N) on average.
|
|
*
|
|
* @param Skiplist
|
|
* Pointer to the SKIPLIST structure to operate on.
|
|
*
|
|
* @param Element
|
|
* Information about the element to look for.
|
|
*
|
|
* @param ElementIndex
|
|
* Pointer to a DWORD that will contain the zero-based index of the element in the Skiplist.
|
|
* If you're not interested in the index, you can set this parameter to NULL.
|
|
*
|
|
* @return
|
|
* Returns the found element or NULL if no such element was found.
|
|
*/
|
|
PVOID
|
|
LookupElementSkiplist(PSKIPLIST Skiplist, PVOID Element, PDWORD ElementIndex)
|
|
{
|
|
CHAR i;
|
|
DWORD dwIndex = 0;
|
|
PSKIPLIST_NODE pLastComparedNode = NULL;
|
|
PSKIPLIST_NODE pNode = &Skiplist->Head;
|
|
|
|
// Do the efficient lookup in Skiplists:
|
|
// * Start from the maximum level.
|
|
// * Walk through all nodes on this level that come before the node we're looking for.
|
|
// * When we have reached such a node, go down a level and continue there.
|
|
// * Repeat these steps till we're in level 0, right in front of the node we're looking for.
|
|
for (i = Skiplist->MaximumLevel + 1; --i >= 0;)
|
|
{
|
|
while (pNode->Next[i] && pNode->Next[i] != pLastComparedNode && Skiplist->CompareRoutine(pNode->Next[i]->Element, Element) < 0)
|
|
{
|
|
dwIndex += pNode->Distance[i];
|
|
pNode = pNode->Next[i];
|
|
}
|
|
|
|
// Reduce the number of comparisons by not comparing the same node on different levels twice.
|
|
pLastComparedNode = pNode->Next[i];
|
|
}
|
|
|
|
// We must be right in front of the node we're looking for now, otherwise it doesn't exist in the Skiplist at all.
|
|
pNode = pNode->Next[0];
|
|
if (!pNode || Skiplist->CompareRoutine(pNode->Element, Element) != 0)
|
|
{
|
|
// It hasn't been found, so there's nothing to return.
|
|
return NULL;
|
|
}
|
|
|
|
// Return the index of the element if the caller is interested.
|
|
if (ElementIndex)
|
|
*ElementIndex = dwIndex;
|
|
|
|
// Return the stored element of the found node.
|
|
return pNode->Element;
|
|
}
|
|
|
|
/**
|
|
* @name LookupNodeByIndexSkiplist
|
|
*
|
|
* Looks up a node in the Skiplist at the given position. The efficiency of this operation is O(log N) on average.
|
|
*
|
|
* @param Skiplist
|
|
* Pointer to the SKIPLIST structure to operate on.
|
|
*
|
|
* @param ElementIndex
|
|
* Zero-based position of the node in the Skiplist.
|
|
*
|
|
* @return
|
|
* Returns the found node or NULL if the position is invalid.
|
|
*/
|
|
PSKIPLIST_NODE
|
|
LookupNodeByIndexSkiplist(PSKIPLIST Skiplist, DWORD ElementIndex)
|
|
{
|
|
CHAR i;
|
|
DWORD dwIndex = 0;
|
|
PSKIPLIST_NODE pNode = &Skiplist->Head;
|
|
|
|
// The only way the node can't be found is when the index is out of range.
|
|
if (ElementIndex >= Skiplist->NodeCount)
|
|
return NULL;
|
|
|
|
// Do the efficient lookup in Skiplists:
|
|
// * Start from the maximum level.
|
|
// * Walk through all nodes on this level that come before the node we're looking for.
|
|
// * When we have reached such a node, go down a level and continue there.
|
|
// * Repeat these steps till we're in level 0, right in front of the node we're looking for.
|
|
for (i = Skiplist->MaximumLevel + 1; --i >= 0;)
|
|
{
|
|
// We compare with <= instead of < here, because the added distances make up a 1-based index while ElementIndex is zero-based,
|
|
// so we have to jump one node further.
|
|
while (pNode->Next[i] && dwIndex + pNode->Distance[i] <= ElementIndex)
|
|
{
|
|
dwIndex += pNode->Distance[i];
|
|
pNode = pNode->Next[i];
|
|
}
|
|
}
|
|
|
|
// We are right in front of the node we're looking for now.
|
|
return pNode->Next[0];
|
|
}
|