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-rw-r--r--NorthstarDedicatedTest/memalloc.cpp40
1 files changed, 40 insertions, 0 deletions
diff --git a/NorthstarDedicatedTest/memalloc.cpp b/NorthstarDedicatedTest/memalloc.cpp
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+++ b/NorthstarDedicatedTest/memalloc.cpp
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+#include "pch.h"
+#include "memalloc.h"
+#include "gameutils.h"
+
+// so for anyone reading this code, you may be curious why the fuck i'm overriding new to alloc into a static 100k buffer
+// pretty much, the issue here is that we need to use the game's memory allocator (g_pMemAllocSingleton) or risk heap corruptions, but this allocator is defined in tier0
+// as such, it doesn't exist when we inject
+// initially i wanted to just call malloc and free until g_pMemAllocSingleton was initialised, but the issue then becomes that we might try to
+// call g_pMemAllocSingleton->Free on memory that was allocated with malloc, which will cause game to crash
+// so, the best idea i had for this was to just alloc 100k of memory, have all pre-tier0 allocations use that
+// (from what i can tell we hit about 12k before tier0 is loaded atm in debug builds, so it's more than enough)
+// then just use the game's allocator after that
+// yes, this means we leak 100k of memory, idk how else to do this without breaking stuff
+
+const int STATIC_ALLOC_SIZE = 100000;
+
+size_t g_iStaticAllocated = 0;
+char pStaticAllocBuf[STATIC_ALLOC_SIZE];
+
+void* operator new(size_t n)
+{
+ // allocate into static buffer if g_pMemAllocSingleton isn't initialised
+ if (g_pMemAllocSingleton)
+ return g_pMemAllocSingleton->m_vtable->Alloc(g_pMemAllocSingleton, n);
+ else
+ {
+ void* ret = pStaticAllocBuf + g_iStaticAllocated;
+ g_iStaticAllocated += n;
+ return ret;
+ }
+}
+
+void operator delete(void* p)
+{
+ // if it was allocated into the static buffer, just do nothing, safest way to deal with it
+ if (p >= pStaticAllocBuf && p <= pStaticAllocBuf + STATIC_ALLOC_SIZE)
+ return;
+
+ g_pMemAllocSingleton->m_vtable->Free(g_pMemAllocSingleton, p);
+} \ No newline at end of file