#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; // alot more than we need, could reduce to 50k or even 25k later potentially size_t g_iStaticAllocated = 0; void* g_pLastAllocated = nullptr; char pStaticAllocBuf[STATIC_ALLOC_SIZE]; // TODO: rename to malloc and free after removing statically compiled .libs extern "C" void* _malloc_base(size_t n) { // allocate into static buffer if g_pMemAllocSingleton isn't initialised if (g_pMemAllocSingleton) { //printf("Northstar malloc (g_pMemAllocSingleton): %llu\n", n); return g_pMemAllocSingleton->m_vtable->Alloc(g_pMemAllocSingleton, n); } else { if (g_iStaticAllocated + n > STATIC_ALLOC_SIZE) { throw "Ran out of prealloc space"; // we could log, but spdlog probably does use allocations as well... } //printf("Northstar malloc (prealloc): %llu\n", n); void* ret = pStaticAllocBuf + g_iStaticAllocated; g_iStaticAllocated += n; return ret; } } /*extern "C" void* malloc(size_t n) { return _malloc_base(n); }*/ extern "C" void _free_base(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) { //printf("Northstar free (prealloc): %p\n", p); return; } //printf("Northstar free (g_pMemAllocSingleton): %p\n", p); g_pMemAllocSingleton->m_vtable->Free(g_pMemAllocSingleton, p); } extern "C" void* _realloc_base(void* old_ptr, size_t size) { // it was allocated into the static buffer if (old_ptr >= pStaticAllocBuf && old_ptr <= pStaticAllocBuf + STATIC_ALLOC_SIZE) { if (g_pLastAllocated == old_ptr) { // nothing was allocated after this size_t old_size = g_iStaticAllocated - ((size_t)g_pLastAllocated - (size_t)pStaticAllocBuf); size_t diff = size - old_size; if (diff > 0) g_iStaticAllocated += diff; return old_ptr; } else { return _malloc_base(size); } } if (g_pMemAllocSingleton) return g_pMemAllocSingleton->m_vtable->Realloc(g_pMemAllocSingleton, old_ptr, size); return nullptr; } extern "C" void* _calloc_base(size_t n, size_t size) { return _malloc_base(n * size); } 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