#include "CGameAllocator.hpp" namespace urde { logvisor::Module AllocLog("urde::CGameAllocator"); std::vector CGameAllocator::m_allocations; u8* CGameAllocator::Alloc(size_t len) { size_t roundedLen = ROUND_UP_64(len + sizeof(SChunkDescription)); for (SAllocationDescription& alloc : m_allocations) { /* We need to supply enough room for allocation information */ if (alloc.freeOffset + roundedLen < alloc.allocSize) { u8* ptr = alloc.memptr.get() + alloc.freeOffset; SChunkDescription* chunkInfo = reinterpret_cast(ptr); *chunkInfo = SChunkDescription(); chunkInfo->parent = &alloc; chunkInfo->len = len; alloc.freeOffset += roundedLen; return ptr + sizeof(SChunkDescription); } } /* 1MiB minimum allocation to prevent constantly allocating small amounts of memory */ size_t allocSz = len; if (allocSz < (1 * 1024 * 1024 * 1024)) allocSz = 1 * 1024 * 1024 * 1024; /* Pad size to allow for allocation information */ allocSz = ROUND_UP_64(allocSz + sizeof(SChunkDescription)); m_allocations.emplace_back(); m_allocations.back().memptr.reset(new u8[allocSz]); u8* ptr = m_allocations.back().memptr.get(); m_allocations.back().allocSize = allocSz; m_allocations.back().freeOffset += roundedLen; SChunkDescription* chunkInfo = reinterpret_cast(ptr); *chunkInfo = SChunkDescription(); chunkInfo->parent = &m_allocations.back(); chunkInfo->len = len; return ptr + sizeof(SChunkDescription); } void CGameAllocator::Free(u8* ptr) { SChunkDescription* info = reinterpret_cast(ptr - sizeof(SChunkDescription)); if (info->magic != 0xE8E8E8E8 || info->sentinal != 0xEFEFEFEF) { AllocLog.report(logvisor::Fatal, _S("Invalid chunk description, memory corruption!")); return; } SAllocationDescription& alloc = *info->parent; size_t roundedLen = ROUND_UP_32(info->len + sizeof(SChunkDescription)); alloc.freeOffset -= roundedLen; /* Invalidate chunk allocation descriptor */ memset(info, 0, ROUND_UP_64(info->len + sizeof(SChunkDescription))); } }