/**
  @file Table.h

  Templated hash table class.

  @maintainer Morgan McGuire, matrix@graphics3d.com
  @cite Bug fix by Darius Jazayeri, jazayeri@MIT.EDU

  @created 2001-04-22
  @edited  2005-09-12
  Copyright 2000-2005, Morgan McGuire.
  All rights reserved.
 */

#ifndef G3D_TABLE_H
#define G3D_TABLE_H

#include "G3D/Array.h"
#include "G3D/debug.h"
#include "G3D/System.h"
#include "G3D/g3dmath.h"
//#include <hash_map>
#include <assert.h>
#include <string>

#ifdef G3D_WIN32
#   pragma warning (push)
    // Debug name too long warning
#   pragma warning (disable : 4786)
#endif

namespace G3D {
class Hashable {
public:
    virtual unsigned int hashCode() const = 0;
    
    /**
     An empty virtual destructor for virtual methods.
    */
    virtual ~Hashable() {}
};
}

/**
 Int hashing function for use with Table.
 */
inline unsigned int hashCode(const int a) {
	return a;
}

inline unsigned int hashCode(const G3D::uint32 a) {
	return a;
}

inline unsigned int hashCode(const G3D::uint64 a) {
	return (unsigned int)a;
}

inline unsigned int hashCode(const void* a) {
	// Avoid 64-bit pointer cast problems by turning
	// the pointer itself into an array of integers.
	int* intPtr = (int*)(((unsigned char*)&a) + (sizeof(void*) - sizeof(int)));
	return *intPtr;
}

/**
 Default class pointer hash.
 */
inline unsigned int hashCode(const G3D::Hashable* a) {
    return a->hashCode();
}

/**
 Default class hash.
 */
inline unsigned int hashCode(const G3D::Hashable& a) {
    return a.hashCode();
}

/**
 String hashing function for use with Table.
 */
inline unsigned int hashCode(const std::string& a) {
//    static stdext::hash_value<std::string> hash;
//    return hash(a);
    return G3D::crc32(a.c_str(), a.size());
}

namespace G3D {


/**
 An unordered data structure mapping keys to values.

 Key must be a pointer, an int, a std::string, a class with a hashCode() method,
 or provide overloads for the following <B>two</B> functions: 

  <PRE>
   unsigned int hashCode(const Key&);
   bool operator==(const Key&, const Key&);
  </PRE>

 G3D pre-defines hash functions for common types (like <CODE>int</CODE> and <CODE>std::string</CODE>).
 If you use a Table with a different type you must write those functions yourself.  For example,
 an enum would use:

  <PRE>
  unsigned int hashCode(const MyEnum& x) { return (unsigned int)x; };
  </PRE>

  And rely on the default enum operator==.


  Periodically check that debugGetLoad() is low (> 0.1).  When it gets near
  1.0 your hash function is badly designed and maps too many inputs to
  the same output.
 */
template<class Key, class Value> 
class Table {
public:

    /**
     The pairs returned by iterator.
     */
    class Entry {
    public:
        Key    key;
        Value  value;
    };

private:
    /**
     Linked list nodes used internally by HashTable.
     */
    class Node {
    public:
        unsigned int      hashCode;
        Entry             entry;
        Node*             next;

        
        /** Provide pooled allocation for speed. */
        inline void* operator new (size_t size) {
            return System::malloc(size);
        }
        
        inline void operator delete (void* p) {
            System::free(p);
        }


        Node(Key key, Value value, unsigned int hashCode, Node* next) {
            this->entry.key   = key;
            this->entry.value = value;
            this->hashCode    = hashCode;
            this->next        = next;
        }

        /**
        Clones a whole chain;
        */
        Node* clone() {
           return new Node(this->entry.key, this->entry.value, hashCode, (next == NULL) ? NULL : next->clone());
        }
    };


    /**
     Number of elements in the table.
     */
    int     _size;

    /**
     Array of Node*. 
     We don't use Array<Node*> because Table is lower level.
     Some elements may be NULL.
     */
    Node**  bucket;
    
    /**
     Length of the bucket array.
     */
    int     numBuckets;

    /**
     Re-hashes for a larger bucket size.
     */
    void resize(int numBuckets) {

        Node** oldBucket = bucket;
        bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
        System::memset(bucket, 0, sizeof(Node*) * numBuckets);

        for (int b = 0; b < this->numBuckets; b++) {
            Node* node = oldBucket[b];
         
            while (node != NULL) {
                Node* nextNode = node->next;
        
                // insert at the head of the list for bucket[i]
                int i = node->hashCode % numBuckets;
                node->next = bucket[i];
                bucket[i] = node;
        
                node = nextNode;
            }
        }

        System::alignedFree(oldBucket);
        this->numBuckets = numBuckets;
    }

    void copyFrom(const Table<Key, Value>& h) {
        this->_size = h._size;
        this->numBuckets = h.numBuckets;
        this->bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
        System::memset(this->bucket, 0, sizeof(Node*) * numBuckets);
        for (int b = 0; b < this->numBuckets; b++) {
            if (h.bucket[b] != NULL) {
                bucket[b] = h.bucket[b]->clone();
            }
        }
    }

    /**
     Frees the heap structures for the nodes.
     */
    void freeMemory() {
        for (int b = 0; b < numBuckets; b++) {
           Node* node = bucket[b];
           while (node != NULL) {
                Node* next = node->next;
                delete node;
                node = next;
           }
        }
        System::alignedFree(bucket);
        bucket     = NULL;
        numBuckets = 0;
        _size     = 0;
    }

public:

    /**
     Creates an empty hash table.  This causes some heap allocation to occur.
     */
    Table() {
        numBuckets = 10;
        _size      = 0;
        bucket     = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
        System::memset(bucket, 0, sizeof(Node*) * numBuckets);
    }

    /**
    Destroys all of the memory allocated by the table, but does <B>not</B>
    call delete on keys or values if they are pointers.  If you want to
    deallocate things that the table points at, use getKeys() and Array::deleteAll()
    to delete them.
    */
    virtual ~Table() {
        freeMemory();
    }

    Table(const Table<Key, Value>& h) {
        this->copyFrom(h);
    }

    Table& operator=(const Table<Key, Value>& h) {
        // No need to copy if the argument is this
        if (this != &h) {
            // Free the existing nodes
            freeMemory();
            this->copyFrom(h);
        }
        return *this;
    }

    /**
     Returns the length of the deepest bucket.
     */
    int debugGetDeepestBucketSize() const {
        int deepest = 0;

        for (int b = 0; b < numBuckets; b++) {
            int     count = 0;
            Node*   node = bucket[b];
            while (node != NULL) {
                node = node->next;
                ++count;
            }

            if (count > deepest) {
                deepest = count;
            }
        }

        return deepest;
    }

    /**
     A small load (close to zero) means the hash table is acting very
     efficiently most of the time.  A large load (close to 1) means 
     the hash table is acting poorly-- all operations will be very slow.
     A large load will result from a bad hash function that maps too
     many keys to the same code.
     */
    double debugGetLoad() const {
        return debugGetDeepestBucketSize() / (double)size();
    }

    /**
     Returns the number of buckets.
     */
    int debugGetNumBuckets() const {
        return numBuckets;
    }

    /**
     C++ STL style iterator variable.  See begin().
     */
    class Iterator {
    private:
        friend class Table<Key, Value>;

        /**
         Bucket index.
         */
        int                index;

        /**
         Linked list node.
         */
        Node*              node;
        Table<Key, Value>* table;
        int                numBuckets;
        Node**             bucket;
        bool               isDone;

        /**
         Creates the end iterator.
         */
        Iterator(const Table<Key, Value>* table) : table(const_cast<Table<Key, Value>*>(table)) {
            isDone = true;
        }

        Iterator(const Table<Key, Value>* table, int numBuckets, Node** bucket) :
            table(const_cast<Table<Key, Value>*>(table)),
            numBuckets(numBuckets),
            bucket(bucket) {
            
            if (numBuckets == 0) {
                // Empty table
                isDone = true;
                return;
            }

            index = 0;
            node = bucket[index];
            isDone = false;
            findNext();
        }

        /**
         Finds the next element, setting isDone if one can't be found.
         Looks at the current element first.
         */
        void findNext() {
            while (node == NULL) {
                index++;
                if (index >= numBuckets) {
                    isDone = true;
                    break;
                } else {
                    node = bucket[index];
                }
            }
        }

    public:
        inline bool operator!=(const Iterator& other) const {
            return !(*this == other);
        }

        bool operator==(const Iterator& other) const {
            if (other.isDone || isDone) {
                // Common case; check against isDone.
                return (isDone == other.isDone) && (other.table == table);
            } else {
                return
                    (table == other.table) &&
                    (node == other.node) && 
                    (index == other.index);
            }
        }

        /**
         Pre increment.
         */
        Iterator& operator++() {
            node = node->next;
            findNext();
            return *this;
        }

        /**
         Post increment (slower than preincrement).
         */
        Iterator operator++(int) {
            Iterator old = *this;
            ++(*this);
            return old;
        }

        const Entry& operator*() const {
            return node->entry;
        }

        Entry* operator->() const {
            return &(node->entry);
        }

        operator Entry*() const {
            return &(node->entry);
        }
    };


    /**
     C++ STL style iterator method.  Returns the first Entry, which 
     contains a key and value.  Use preincrement (++entry) to get to
     the next element.  Do not modify the table while iterating.
     */
    Iterator begin() const {
        return Iterator(this, numBuckets, bucket);
    }

    /**
     C++ STL style iterator method.  Returns one after the last iterator
     element.
     */
    const Iterator end() const {
        return Iterator(this);
    }

    /**
     Removes all elements
     */
    void clear() {
         freeMemory();
         numBuckets = 20;
         _size = 0;
         bucket = (Node**)System::alignedMalloc(sizeof(Node*) * numBuckets, 16);
         System::memset(bucket, 0, sizeof(Node*) * numBuckets);
    }

   
    /**
     Returns the number of keys.
     */
    int size() const {
        return _size;
    }


    /**
     If you insert a pointer into the key or value of a table, you are
     responsible for deallocating the object eventually.  Inserting 
     key into a table is O(1), but may cause a potentially slow rehashing.
     */
    void set(const Key& key, const Value& value) {
        unsigned int code = ::hashCode(key);
        unsigned int b = code % numBuckets;
        
        // Go to the bucket
        Node* n = bucket[b];

        // No bucket, so this must be the first
        if (n == NULL) {
            bucket[b] = new Node(key, value, code, NULL);
            ++_size;
            return;
        }

        int bucketLength = 1;

        // Sometimes a bad hash code will cause all elements
        // to collide.  Detect this case and don't rehash when 
        // it occurs; nothing good will come from the rehashing.
        bool allSameCode = true;

        // Try to find the node
        do {
            allSameCode = allSameCode && (code == n->hashCode);

            if ((code == n->hashCode) && (n->entry.key == key)) {
               // Replace the existing node.
               n->entry.value = value;
               return;
            }

            n = n->next;
            ++bucketLength;
        } while (n != NULL);

        const int maxBucketLength = 5;
        if ((bucketLength > maxBucketLength) & ! allSameCode && (numBuckets < _size * 20)) {
            // This bucket was really large; rehash if all elements
            // don't have the same hashcode the number of buckets is reasonable.
            resize(numBuckets * 2 + 1);
        }

        // Not found; insert at the head.
        b = code % numBuckets;
        bucket[b] = new Node(key, value, code, bucket[b]);
        ++_size;
   }

   /**
    Removes an element from the table if it is present.  It is an error
    to remove an element that isn't present.
    */
   void remove(const Key& key) {
      
      unsigned int code = ::hashCode(key);
      unsigned int b = code % numBuckets;

      // Go to the bucket
      Node* n = bucket[b];

      // Make sure it was found
      alwaysAssertM(n != NULL, "Tried to remove a key that was not in the table.");

      Node* previous = NULL;

      // Try to find the node
      do {
          if ((code == n->hashCode) && (n->entry.key == key)) {
              // This is the node; remove it
              if (previous == NULL) {
                  bucket[b] = n->next;
              } else {
                  previous->next = n->next;
              }
              // Delete the node
              delete n;
              --_size;
              return;
          }

          previous = n;
          n = n->next;
       } while (n != NULL);


      alwaysAssertM(false, "Tried to remove a key that was not in the table.");
   }

   /**
    Returns the value associated with key.
    @deprecated Use get(key, val) or 
    */
   Value& get(const Key& key) const {

       unsigned int code = ::hashCode(key);
      unsigned int b = code % numBuckets;

      Node* node = bucket[b];

      while (node != NULL) {
         if ((node->hashCode == code) && (node->entry.key == key)) {
            return node->entry.value;
         }
         node = node->next;
      }

      debugAssertM(false, "Key not found");
      // The next line is here just to make
      // a compiler warning go away.
      return node->entry.value;
   }

   /**
    If the key is present in the table, val is set to the associated value and returns true.
    If the key is not present, returns false.
    */
   bool get(const Key& key, Value& val) const {
	  unsigned int code = ::hashCode(key);
      unsigned int b = code % numBuckets;

      Node* node = bucket[b];

      while (node != NULL) {
          if ((node->hashCode == code) && (node->entry.key == key)) {
             // found key
             val = node->entry.value;
             return true;
          }
          node = node->next;
      }

      // Failed to find key
      return false;
   }

   /**
    Returns true if key is in the table.
    */
   bool containsKey(const Key& key) const {
       unsigned int code = ::hashCode(key);
       unsigned int b = code % numBuckets;

       Node* node = bucket[b];

       while (node != NULL) {
           if ((node->hashCode == code) && (node->entry.key == key)) {
              return true;
           }
           node = node->next;
       } while (node != NULL);

       return false;
   }


   /**
    Short syntax for get.
    */
   inline Value& operator[](const Key &key) const {
      return get(key);
   }


   /**
    Returns an array of all of the keys in the table.
    You can iterate over the keys to get the values.
    */
   Array<Key> getKeys() const {
       Array<Key> keyArray;
       getKeys(keyArray);
       return keyArray;
   }

   void getKeys(Array<Key>& keyArray) const {
       keyArray.resize(0, DONT_SHRINK_UNDERLYING_ARRAY);
       for (int i = 0; i < numBuckets; i++) {
           Node* node = bucket[i];
           while (node != NULL) {
               keyArray.append(node->entry.key);
               node = node->next;
           }
       }
   }

   /**
    Calls delete on all of the keys.  Does not clear the table, 
    however, so you are left with a table of dangling pointers.

    Same as <CODE>getKeys().deleteAll();</CODE>

    To delete all of the values, you may want something like
    <PRE>
        Array<Key> keys = table.getKeys();
        Set<Value> value;
        for (int k = 0; k < keys.length(); k++) {
           value.insert(keys[k]);
        }
        value.getMembers().deleteAll();
        keys.deleteAll();
    </PRE>
    */
   void deleteKeys() {
       getKeys().deleteAll();
   }

   /**
    Calls delete on all of the values.  This is unsafe--
    do not call unless you know that each value appears
    at most once.

    Does not clear the table, so you are left with a table
    of dangling pointers.
    */
   void deleteValues() {
       for (int i = 0; i < numBuckets; i++) {
           Node* node = bucket[i];
           while (node != NULL) {
               delete node->entry.value;
               node = node->next;
           }
       }
   }
};

} // namespace

#endif
#ifdef G3D_WIN32
#   pragma warning (pop)
#endif
