metaforce/Runtime/CGameAllocator.cpp

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#include "CGameAllocator.hpp"
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namespace urde
{
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logvisor::Module AllocLog("CGameAllocator");
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CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlock(u32)
{
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return nullptr;
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}
CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlockFromTopOfHeap(u32)
{
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return nullptr;
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}
u32 CGameAllocator::FixupAllocPtrs(SGameMemInfo*, u32, u32, EHint, const CCallStack&)
{
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return 0;
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}
void CGameAllocator::UpdateAllocDebugStats(u32, u32, u32)
{
}
bool CGameAllocator::FreeNormalAllocation(void*)
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{
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return false;
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}
u32 CGameAllocator::GetFreeBinEntryForSize(u32)
{
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return 0;
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}
void CGameAllocator::AddFreeEntryToFreeList(SGameMemInfo*)
{
}
void CGameAllocator::RemoveFreeEntryFromFreeList(SGameMemInfo*)
{
}
void CGameAllocator::DumpAllocations() const
{
}
u32 CGameAllocator::GetLargestFreeChunk() const
{
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return 0;
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}
CGameAllocator::SGameMemInfo* CGameAllocator::GetMemInfoFromBlockPtr(void* ptr)
{
return reinterpret_cast<SGameMemInfo*>(reinterpret_cast<u8*>(ptr) - 32);
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}
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bool CGameAllocator::Initialize()
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{
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return false;
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}
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void CGameAllocator::Shutdown()
{
}
void* CGameAllocator::Alloc(size_t sz, EHint, EScope, EType, const CCallStack&)
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{
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//AllocLog.report(logvisor::Warning, _S("Remind Phil to reimplement Alloc!!!!"));
return malloc(sz);
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}
void CGameAllocator::Free(void* ptr)
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{
free(ptr);
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}
void CGameAllocator::ReleaseAll()
{
}
void* CGameAllocator::AllocSecondary(size_t sz, EHint, EScope, EType, const CCallStack&)
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{
return malloc(sz);
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}
void CGameAllocator::FreeSecondary(void*)
{
}
void CGameAllocator::ReleaseAllSecondary()
{
}
void CGameAllocator::SetOutOfMemoryCallback(const TOutOfMemoryCallback cb, void* ctx)
{
x58_oomCb = cb;
x5c_oomCtx = ctx;
}
int CGameAllocator::EnumAllocations(const TAllocationVisitCallback, void*, bool) const
{
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return 0;
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}
CGameAllocator::SAllocInfo CGameAllocator::GetAllocInfo(void*) const
{
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return CGameAllocator::SAllocInfo();
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}
void CGameAllocator::OffsetFakeStatics(int)
{
}
CGameAllocator::SMetrics CGameAllocator::GetMetrics() const
{
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return CGameAllocator::SMetrics();
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}
}