Files
UnrealEngineUWP/Engine/Source/Programs/UnrealBuildTool/System/UniqueStringRegistry.cs
Chris Gagnon 9f1505e469 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 6671275 by Chris Gagnon in Dev-Editor branch]
2019-05-29 20:48:56 -04:00

69 lines
1.7 KiB
C#

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
namespace UnrealBuildTool
{
/// <summary>
/// Maps a unique string to an integer
/// </summary>
class UniqueStringRegistry
{
// protect the InstanceMap
private object LockObject = new object();
// holds a mapping of string name to single instance
private Dictionary<string, int> StringToInstanceMap = new Dictionary<string, int>(StringComparer.OrdinalIgnoreCase);
public UniqueStringRegistry()
{
}
public bool HasString(string Name)
{
return StringToInstanceMap.ContainsKey(Name);
}
public int FindOrAddByName(string Name)
{
// look for existing one
int Instance = -1;
if (!StringToInstanceMap.TryGetValue(Name, out Instance))
{
lock (LockObject)
{
if (!StringToInstanceMap.TryGetValue(Name, out Instance))
{
// copy over the dictionary and add, so that other threads can keep reading out of the old one until it's time
Dictionary<string, int> NewStringToInstanceMap = new Dictionary<string, int>(StringToInstanceMap, StringComparer.OrdinalIgnoreCase);
// make and add a new instance number
Instance = StringToInstanceMap.Count;
NewStringToInstanceMap[Name] = Instance;
// replace the class's map
StringToInstanceMap = NewStringToInstanceMap;
}
}
}
return Instance;
}
public string[] GetStringNames()
{
return StringToInstanceMap.Keys.ToArray();
}
public int[] GetStringIds()
{
return StringToInstanceMap.Values.ToArray();
}
public string GetStringForId(int Id)
{
return StringToInstanceMap.First(x => x.Value == Id).Key;
}
}
}