Untested circle buffer implementation
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@ -7,16 +7,18 @@ UFFInputBufferComponent::UFFInputBufferComponent()
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UFFInputBufferComponent::Initialize(int32 BufferSize)
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{
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Buffer.Reserve(BufferSize);
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}
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void UFFInputBufferComponent::AddInput(const FFFInputState& InputState)
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{
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InputBuffer.ForcePush(InputState);
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}
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bool UFFInputBufferComponent::CheckInputSequence(const FFFInputSequence& InputSequence)
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{
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for(int InpIdx = 0; InpIdx < InputBuffer.Num(); InpIdx++)
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{
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// read input sequence
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FFFInputState CurrInput = InputBuffer[InpIdx];
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}
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return true;
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}
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@ -2,14 +2,27 @@
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#pragma once
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// FF includes
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#include "Utils/TCircleBuffer.h"
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// UE includes
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Containers/RingBuffer.h"
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#include "FFInputBufferComponent.generated.h"
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struct FFFInputState;
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/**
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* Struct representing the state of a player's inputs for one frame
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*/
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USTRUCT()
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struct FFFInputState
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{
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GENERATED_BODY()
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FVector2D MoveAxes;
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FVector2D LookAxes;
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int32 Buttons;
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};
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USTRUCT()
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struct FFFInputSequence
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@ -26,13 +39,11 @@ class UNREALFIGHTINGFRAMEWORK_API UFFInputBufferComponent : public UActorCompone
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public:
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UFFInputBufferComponent();
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void Initialize(int32 BufferSize = 120);
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void AddInput(const FFFInputState& InputState);
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bool CheckInputSequence(const FFFInputSequence& InputSequence);
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protected:
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/** The underlying buffer data structure for holding past input states */
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TRingBuffer<FFFInputState> Buffer;
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TCircleBuffer<FFFInputState, 120> InputBuffer;
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};
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@ -21,7 +21,7 @@ void AFFPlayerController::SendInputsToRemote() const
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void AFFPlayerController::FixedTick(float OneFrame)
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{
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UnacknowledgedInputs.Add(CurrInput);
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//UnacknowledgedInputs.Push(CurrInput);
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InputBuffer->AddInput(CurrInput);
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SendInputsToRemote();
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@ -4,29 +4,16 @@
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// FF includes
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#include "FFInputBufferComponent.h"
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#include "UnrealFightingFramework/IFFSystemInterface.h"
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#include "IFFSystemInterface.h"
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#include "Utils/TCircleBuffer.h"
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// UE includes
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "InputMappingContext.h"
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#include "Containers/RingBuffer.h"
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#include "FFPlayerController.generated.h"
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/**
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* Struct representing the state of a player's inputs for one frame
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*/
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USTRUCT()
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struct FFFInputState
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{
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GENERATED_BODY()
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FVector2D MoveAxes;
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FVector2D LookAxes;
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int32 Buttons;
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};
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/**
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* A class that collects player inputs, stores them in an input buffer, and sends a rolling window of
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* unacknowledged inputs to a remote client or server for processing.
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@ -72,5 +59,5 @@ protected:
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* you want the remote machine to re-simulate, where X is the oldest input you want to
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* allow to be re-simulated.
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*/
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TRingBuffer<FFFInputState> UnacknowledgedInputs;
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TCircleBuffer<FFFInputState, 20> UnacknowledgedInputs;
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};
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@ -1,5 +1,5 @@
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// Unreal Fighting Framework by Kevin Poretti
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using System.IO;
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using UnrealBuildTool;
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public class UnrealFightingFramework : ModuleRules
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@ -10,14 +10,13 @@ public class UnrealFightingFramework : ModuleRules
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PublicIncludePaths.AddRange(
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new string[] {
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"UnrealFightingFramework"
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Path.Combine(PluginDirectory,"Source/UnrealFightingFramework"),
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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"UnrealFightingFramework"
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}
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);
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@ -1,11 +0,0 @@
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// Unreal Fighting Framework by Kevin Poretti
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#include "Utils/TCircleBuffer.h"
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TCircleBuffer::TCircleBuffer()
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{
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}
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TCircleBuffer::~TCircleBuffer()
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{
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}
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@ -5,11 +5,146 @@
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#include "CoreMinimal.h"
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/**
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* CircleBuffer is a templated array data structure allowing for FIFO, O(1) insertion and removal,
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* and wraparound when iterating/accessing elements of the buffer.
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*
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* The underlying container type is a statically allocated array. You can use the second
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* template parameter to specify the static size of the buffer. Defaults to 64.
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*/
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template<typename T, SIZE_T L = 64>
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class UNREALFIGHTINGFRAMEWORK_API TCircleBuffer
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{
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public:
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TCircleBuffer();
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~TCircleBuffer();
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TCircleBuffer()
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: WriteIdx(0)
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, ReadIdx(0)
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{
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}
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/**
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* @brief Adds a new element to the buffer only if there is room.
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* @param Element to add to the buffer
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* @return true if there was room in the buffer and the element was added, false otherwise
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*/
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bool Push(const T& Element)
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{
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if(_Num == L)
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{
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// buffer full so can't add element
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return false;
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}
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Buffer[WriteIdx] = Element;
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WriteIdx = (WriteIdx + 1) % L;
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_Num++;
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return true;
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}
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/**
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* @brief Adds a new element to the buffer.
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* This function always adds an element. If the buffer is full the oldest element will be overwritten.
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* @param Element to add to the buffer
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*/
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void ForcePush(const T& Element)
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{
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if(_Num == L)
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{
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// buffer is full so we need to overwrite the oldest element
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// and make the read index point to the next oldest element
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ReadIdx = (ReadIdx + 1) % L;
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}
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Buffer[WriteIdx] = Element;
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WriteIdx = (WriteIdx + 1) % L;
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_Num = FMath::Min(_Num + 1, L);
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}
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/**
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* @brief Returns the oldest element in the buffer and removes that element from the buffer.
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* @param Result out parameter to be filled in with the popped element
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* @return true if there was an element in the buffer to pop, false otherwise
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*/
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bool Pop(T* Result)
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{
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if(IsEmpty())
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{
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return false;
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}
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*Result = Buffer[ReadIdx];
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ReadIdx = (ReadIdx + 1) % L;
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_Num--;
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return true;
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}
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/**
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* @brief Returns the newest element that was added to the buffer
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* @param Result out parameter to be filled in with the most recently added element
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* @return true if there was an element in the buffer to peak, false otherwise
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*/
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bool PeakLast(T* Result)
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{
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if(IsEmpty())
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{
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return false;
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}
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*Result = Buffer[((SSIZE_T)WriteIdx - 1) <= 0 ? L - 1 : (WriteIdx - 1)];
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return true;
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}
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/**
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* @brief Returns the oldest element that was added to the buffer
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* @param Result out parameter to be filled in with the oldest element
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* @return true if there was an element in the buffer to peak, false otherwise
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*/
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bool PeakFirst(T* Result)
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{
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if(IsEmpty())
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{
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return false;
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}
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*Result = Buffer[ReadIdx];
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return true;
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}
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/**
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* @brief Returns the element at an index supplied to the function.
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* This function will account for write index offset and wraparound of the supplied index.
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* i.e. Index 0 will be the oldest added element while index Num - 1 will be the newest added element
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* @param Index of the element to return
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* @return the element at the index supplied
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*/
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T& operator[](SIZE_T Index)
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{
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return Buffer[((SSIZE_T)WriteIdx - (SSIZE_T)Index) < 0 ? L - (Index - WriteIdx) : WriteIdx - Index];
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}
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FORCEINLINE bool IsEmpty() const
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{
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return _Num == 0;
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}
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/**
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* @brief Returns the max size of the underlying buffer
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* @return Max size of the underlying buffer
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*/
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FORCEINLINE SIZE_T Max() const
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{
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return L;
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}
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/**
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* @brief Returns the current number of elements of the underlying buffer
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* @return Max size of the underlying buffer
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*/
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FORCEINLINE SIZE_T Num() const
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{
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return _Num;
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}
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private:
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T Buffer[L];
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SIZE_T WriteIdx;
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SIZE_T ReadIdx;
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SIZE_T _Num;
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};
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