diff options
Diffstat (limited to 'NorthstarDedicatedTest/memalloc.cpp')
-rw-r--r-- | NorthstarDedicatedTest/memalloc.cpp | 91 |
1 files changed, 64 insertions, 27 deletions
diff --git a/NorthstarDedicatedTest/memalloc.cpp b/NorthstarDedicatedTest/memalloc.cpp index 113f56b9..1b9eaae8 100644 --- a/NorthstarDedicatedTest/memalloc.cpp +++ b/NorthstarDedicatedTest/memalloc.cpp @@ -2,39 +2,76 @@ #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 +// TODO: rename to malloc and free after removing statically compiled .libs -const int STATIC_ALLOC_SIZE = 100000; // alot more than we need, could reduce to 50k or even 25k later potentially - -size_t g_iStaticAllocated = 0; -char pStaticAllocBuf[STATIC_ALLOC_SIZE]; - -void* operator new(size_t n) +extern "C" void* _malloc_base(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 + if (!g_pMemAllocSingleton) { - void* ret = pStaticAllocBuf + g_iStaticAllocated; - g_iStaticAllocated += n; - return ret; - } + InitialiseTier0GameUtilFunctions(GetModuleHandleA("tier0.dll")); + } + return g_pMemAllocSingleton->m_vtable->Alloc(g_pMemAllocSingleton, n); } -void operator delete(void* p) +/*extern "C" void* malloc(size_t n) { - // 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; + return _malloc_base(n); +}*/ +extern "C" void _free_base(void* p) +{ + if (!g_pMemAllocSingleton) + { + spdlog::warn("Trying to free something before g_pMemAllocSingleton was ready, this should never happen"); + InitialiseTier0GameUtilFunctions(GetModuleHandleA("tier0.dll")); + } g_pMemAllocSingleton->m_vtable->Free(g_pMemAllocSingleton, p); -}
\ No newline at end of file +} + + +extern "C" void* _realloc_base(void* oldPtr, size_t size) +{ + if (!g_pMemAllocSingleton) + { + InitialiseTier0GameUtilFunctions(GetModuleHandleA("tier0.dll")); + } + return g_pMemAllocSingleton->m_vtable->Realloc(g_pMemAllocSingleton, oldPtr, size); +} + +extern "C" void* _calloc_base(size_t n, size_t size) +{ + size_t bytes = n * size; + void* memory = _malloc_base(bytes); + if (memory) + { + memset(memory, 0, bytes); + } + return memory; +} + +extern "C" char* _strdup_base(const char* src) +{ + char* str; + char* p; + int len = 0; + + while (src[len]) + len++; + str = reinterpret_cast<char*>(_malloc_base(len + 1)); + p = str; + while (*src) + *p++ = *src++; + *p = '\0'; + return str; +} + +void* operator new(size_t n) +{ + return _malloc_base(n); +} + +void operator delete(void* p) +{ + _free_base(p); +}// /FORCE:MULTIPLE
\ No newline at end of file |