Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
//*****************************************************************************
//
// Contents:
//
// CSimpleBitString
//
// Authors: chrisn
//
// Target restrictions:
//
// Tool restrictions:
//
// Things to do:
//
//*****************************************************************************
//*****************************************************************************
//
// Include files required to build and use this module.
//
//*****************************************************************************
// Precompiled header (must come first - includes project common headers)
//#include "stdafx.h"
#include "tier0/platform.h"
#include "tier1/utlvector.h"
#include "simplebitstring.h"
//*****************************************************************************
//
// Class definitions:
//
//*****************************************************************************
//
// class CSimpleBitString::iterator
//
//-----------------------------------------------------------------------------
//
// Function:
//
//-----------------------------------------------------------------------------
void CSimpleBitString::AppendBits( uint64 u64Data, uint32 NumSignificantLowBitsOfData ) { Assert ( NumSignificantLowBitsOfData <= 64 );
while ( NumSignificantLowBitsOfData > 0 ) { // Clear top bits of data
if ( NumSignificantLowBitsOfData < 64 ) u64Data &= ( (1ULL << NumSignificantLowBitsOfData) - 1 ); // will fail for 64 bits
uint32 Idx = m_uNumBits / 8; uint32 NumUsedBitsInLastByte = m_uNumBits % 8;
uint32 NumAvailableBitsInLastByte = 8 - NumUsedBitsInLastByte;
uint32 NumBitsToPutInThisByte = min( NumAvailableBitsInLastByte, NumSignificantLowBitsOfData );
uint8 BitsForThisByte = ( u64Data >> (NumSignificantLowBitsOfData - NumBitsToPutInThisByte) ) & ( (1ULL << NumBitsToPutInThisByte) - 1 );
m_vecU8[Idx] |= ( BitsForThisByte << ( NumAvailableBitsInLastByte - NumBitsToPutInThisByte ) );
m_uNumBits += NumBitsToPutInThisByte;
NumAvailableBitsInLastByte -= NumBitsToPutInThisByte; if ( NumAvailableBitsInLastByte == 0 ) { m_vecU8[ m_vecU8.AddToTail() ] = 0x00; } // We've used the top N bits of data
NumSignificantLowBitsOfData -= NumBitsToPutInThisByte; } }
//-----------------------------------------------------------------------------
//
// Function:
//
//-----------------------------------------------------------------------------
void CSimpleBitString::AppendBits( const uint8 * pData, uint32 NumBitsOfData ) { Assert( pData );
uint32 NumBytes = NumBitsOfData / 8; for ( uint32 i = 0; i < NumBytes; ++i ) { AppendBits( *(pData++), 8 ); } uint32 NumTailBits = NumBitsOfData % 8; AppendBits( (*pData) >> (8U - NumTailBits), NumTailBits ); }
//-----------------------------------------------------------------------------
//
// Function:
//
//-----------------------------------------------------------------------------
void CSimpleBitString::ReversiblyObfusticateBitsFromStart( uint NumBits, const uint8 * pObfusticationData, size_t uSizeOfObfusticationData ) { Assert( pObfusticationData );
if ( NumBits > m_uNumBits || NumBits > uSizeOfObfusticationData * 8 ) { AssertMsg( false, "ReversiblyObfusticateBitsFromStart(): Bad NumBits" ); return; // bugbug taylor bool return
}
uint8 * pBits = & m_vecU8[0];
uint NumBytes = NumBits / 8; for ( uint i = 0; i < NumBytes; ++i ) { *(pBits++) ^= *(pObfusticationData++); } uint NumTailBits = NumBits % 8; if ( NumTailBits > 0 ) { *pBits ^= ( *(pObfusticationData++) & (((1U << NumTailBits) - 1) << (8U - NumTailBits) ) ); } }
//-----------------------------------------------------------------------------
//
// Function:
//
//-----------------------------------------------------------------------------
uint8 CSimpleBitString::GetByteChecksumFromStart( uint NumBits ) const { if ( NumBits > m_uNumBits ) { AssertMsg( false, "GenerateByteChecksumFromStart(): Bad NumBits" ); return 0; }
uint8 u8Checksum = 0; const uint8 * pBits = & m_vecU8[0];
uint NumBytes = NumBits / 8; for ( uint i = 0; i < NumBytes; ++i ) { u8Checksum += *(pBits++); } uint NumTailBits = NumBits % 8; if ( NumTailBits > 0 ) { u8Checksum += ( *(pBits) & (((1U << NumTailBits) - 1) << (8U - NumTailBits) ) ); }
return u8Checksum; }
//
// class CSimpleBitString::iterator
//
uint32 CSimpleBitString::iterator::GetNextBits( uint32 NumBitsToGet ) { Assert ( NumBitsToGet <= 32 );
return static_cast<uint32>( GetNextBits64( NumBitsToGet ) ); }
uint64 CSimpleBitString::iterator::GetNextBits64( uint32 NumBitsToGet ) { Assert ( NumBitsToGet <= 64 );
if ( m_uNextBitIdx + NumBitsToGet > m_rSimpleBitString.m_uNumBits ) { AssertMsg( false, "Not enough bits in CSimpleBitString" ); return 0; }
uint64 u64Data = 0;
while ( NumBitsToGet > 0 ) { uint32 Idx = m_uNextBitIdx / 8; Assert( Idx < (uint32)m_rSimpleBitString.m_vecU8.Count() );
uint32 NumConsumedBitsInThisByte = m_uNextBitIdx % 8; uint32 NumAvailableBitsInThisByte = 8 - NumConsumedBitsInThisByte;
uint32 NumBitsToGetFromThisByte = min( NumAvailableBitsInThisByte, NumBitsToGet );
uint8 BitsFromThisByte = ( m_rSimpleBitString.m_vecU8[Idx] >> (NumAvailableBitsInThisByte - NumBitsToGetFromThisByte) ) & ( (1UL << NumBitsToGetFromThisByte) - 1 );
u64Data <<= NumBitsToGetFromThisByte; u64Data |= BitsFromThisByte;
m_uNextBitIdx += NumBitsToGetFromThisByte; NumBitsToGet -= NumBitsToGetFromThisByte; }
return u64Data; }
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