#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; 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); }