windows-nt/Source/XPSP1/NT/base/mspatch/api/redblack.c

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2020-09-26 03:20:57 -05:00
#include <precomp.h>
/*
redblack.c
Implementation of red-black binary tree insertion, deletion, and search.
This algorithm efficiently guarantees that the tree depth will never exceed
2*Lg(N), so a one million node tree would have a worst case depth of 40.
This insertion implementation is non-recursive and very efficient (the
average insertion speed is less than twice the average search speed).
Author: Tom McGuire (tommcg) 1/98
Copyright (C) Microsoft, 1998.
2/98, modified this version of redblack.c for debug symbol lookups.
*/
#ifndef PATCH_APPLY_CODE_ONLY
//
// Rather than storing NULL links as NULL, we point NULL links to a special
// "Empty" node which is always black and its children links point to itself.
// We do this to simplify the color testing for children and grandchildren
// such that any link can be dereferenced and even double-dereferenced without
// explicitly checking for NULL. The empty node must be colored black.
//
const SYMBOL_NODE SymRBEmptyNode = { RBNIL, RBNIL };
VOID
SymRBInitTree(
IN OUT PSYMBOL_TREE Tree,
IN HANDLE SubAllocator
)
{
#if defined( DEBUG ) || defined( DBG ) || defined( TESTCODE )
Tree->CountNodes = 0;
Tree->DeletedAny = FALSE;
#endif
Tree->Root = RBNIL;
Tree->SubAllocator = SubAllocator;
}
PSYMBOL_NODE
SymRBFind(
IN PSYMBOL_TREE Tree,
IN LPSTR SymbolName
)
{
PSYMBOL_NODE Node = Tree->Root;
ULONG Hash;
int Compare;
Hash = HashName( SymbolName );
while ( Node != RBNIL ) {
if ( Hash < Node->Hash ) {
Node = Node->Left;
}
else if ( Hash > Node->Hash ) {
Node = Node->Right;
}
else {
Compare = strcmp( SymbolName, Node->SymbolName );
if ( Compare == 0 ) {
return Node;
}
else if ( Compare < 0 ) {
Node = Node->Left;
}
else {
Node = Node->Right;
}
}
}
return NULL;
}
PSYMBOL_NODE
SymRBInsert(
IN OUT PSYMBOL_TREE Tree,
IN LPSTR SymbolName,
IN ULONG Rva
)
{
PSYMBOL_NODE * Stack[ MAX_DEPTH ];
PSYMBOL_NODE **StackPointer = Stack;
PSYMBOL_NODE * Link;
PSYMBOL_NODE Node;
PSYMBOL_NODE Sibling;
PSYMBOL_NODE Parent;
PSYMBOL_NODE Child;
PSYMBOL_NODE NewNode;
ULONG NameLength;
ULONG Hash;
int Compare;
ASSERT( ! Tree->DeletedAny );
Hash = HashName( SymbolName );
//
// Walk down the tree to find either an existing node with the same key
// (in which case we simply return) or the insertion point for the new
// node. At each traversal we need to store the address of the link to
// the next node so we can retrace the traversal path for balancing.
// The speed of insertion is highly dependent on traversing the tree
// quickly, so all balancing operations are deferred until after the
// traversal is complete.
//
*StackPointer++ = &Tree->Root;
Node = Tree->Root;
while ( Node != RBNIL ) {
if ( Hash < Node->Hash ) {
*StackPointer++ = &Node->Left;
Node = Node->Left;
}
else if ( Hash > Node->Hash ) {
*StackPointer++ = &Node->Right;
Node = Node->Right;
}
else {
Compare = strcmp( SymbolName, Node->SymbolName );
if ( Compare == 0 ) {
//
// Found a matching symbol.
//
return Node;
}
else if ( Compare < 0 ) {
*StackPointer++ = &Node->Left;
Node = Node->Left;
}
else {
*StackPointer++ = &Node->Right;
Node = Node->Right;
}
}
}
//
// Didn't find a matching entry, so allocate a new node and add it
// to the tree.
//
NameLength = (ULONG) strlen( SymbolName ) + 1;
NewNode = SubAllocate( Tree->SubAllocator, ( sizeof( SYMBOL_NODE ) + NameLength ));
if ( NewNode == NULL ) {
return NULL;
}
#if defined( DEBUG ) || defined( DBG ) || defined( TESTCODE )
Tree->CountNodes++;
#endif
NewNode->Left = RBNIL;
NewNode->Right = RBNIL;
NewNode->Hash = Hash;
NewNode->RvaWithStatusBits = Rva | 0x80000000; // make new node RED, not hit
memcpy( NewNode->SymbolName, SymbolName, NameLength );
//
// Insert new node under last link we traversed. The top of the stack
// contains the address of the last link we traversed.
//
Link = *( --StackPointer );
*Link = NewNode;
//
// Now walk back up the traversal chain to see if any balancing is
// needed. This terminates in one of three ways: we walk all the way
// up to the root (StackPointer == Stack), or find a black node that
// we don't need to change (no balancing needs to be done above a
// black node), or we perform a balancing rotation (only one necessary).
//
Node = NewNode;
Child = RBNIL;
while ( StackPointer > Stack ) {
Link = *( --StackPointer );
Parent = *Link;
//
// Node is always red here.
//
if ( IS_BLACK( Parent )) {
Sibling = ( Parent->Left == Node ) ? Parent->Right : Parent->Left;
if ( IS_RED( Sibling )) {
//
// Both Node and its Sibling are red, so change them both to
// black and make the Parent red. This essentially moves the
// red link up the tree so balancing can be performed at a
// higher level.
//
// Pb Pr
// / \ ----> / \
// Cr Sr Cb Sb
//
MARK_BLACK( Sibling );
MARK_BLACK( Node );
MARK_RED( Parent );
}
else {
//
// This is a terminal case. The Parent is black, and it's
// not going to be changed to red. If the Node's child is
// red, we perform an appropriate rotation to balance the
// tree. If the Node's child is black, we're done.
//
if ( IS_RED( Child )) {
if ( Node->Left == Child ) {
if ( Parent->Left == Node ) {
//
// Pb Nb
// / \ / \
// Nr Z to Cr Pr
// / \ / \
// Cr Y Y Z
//
MARK_RED( Parent );
Parent->Left = Node->Right;
Node->Right = Parent;
MARK_BLACK( Node );
*Link = Node;
}
else {
//
// Pb Cb
// / \ / \
// W Nr to Pr Nr
// / \ / \ / \
// Cr Z W X Y Z
// / \
// X Y
//
MARK_RED( Parent );
Parent->Right = Child->Left;
Child->Left = Parent;
Node->Left = Child->Right;
Child->Right = Node;
MARK_BLACK( Child );
*Link = Child;
}
}
else {
if ( Parent->Right == Node ) {
MARK_RED( Parent );
Parent->Right = Node->Left;
Node->Left = Parent;
MARK_BLACK( Node );
*Link = Node;
}
else {
MARK_RED( Parent );
Parent->Left = Child->Right;
Child->Right = Parent;
Node->Right = Child->Left;
Child->Left = Node;
MARK_BLACK( Child );
*Link = Child;
}
}
}
return NewNode;
}
}
Child = Node;
Node = Parent;
}
//
// We bubbled red up to the root -- restore it to black.
//
MARK_BLACK( Tree->Root );
return NewNode;
}
#endif // ! PATCH_APPLY_CODE_ONLY