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84 lines
2.5 KiB
C
84 lines
2.5 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// g_mem.c
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// Simple linear memory allocator
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//
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#include "g_local.h"
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/*
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The purpose of G_Alloc is to efficiently allocate memory for objects
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typically when the game is starting up. It shouldn't be used as a general
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purpose allocator that's used when the game is running, and especially not
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from a client command! It is *by design* that memory blocks can't be
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deallocated while the game is running!
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If your mod experiences the allocation failed error often, use g_debugAlloc
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to trace down where G_Alloc is being called and to make sure it isn't used
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often while the game is running. Feel free to increase POOLSIZE for your mod!
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More information about Linear Allocators:
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http://www.altdevblogaday.com/2011/02/12/alternatives-to-malloc-and-new/
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*/
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#define POOLSIZE (4 * 1024 * 1024) // (256*1024)
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static char memoryPool[POOLSIZE];
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static int allocPoint;
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void *G_Alloc( int size ) {
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char *p;
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if ( size <= 0 ) {
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trap->Error( ERR_DROP, "G_Alloc: zero-size allocation\n", size );
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return NULL;
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}
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if ( g_debugAlloc.integer ) {
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trap->Print( "G_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) );
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}
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if ( allocPoint + size > POOLSIZE ) {
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trap->Error( ERR_DROP, "G_Alloc: failed on allocation of %i bytes\n", size ); // bk010103 - was %u, but is signed
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return NULL;
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}
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p = &memoryPool[allocPoint];
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allocPoint += ( size + 31 ) & ~31;
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return p;
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}
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void G_InitMemory( void ) {
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allocPoint = 0;
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}
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void Svcmd_GameMem_f( void ) {
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float f = allocPoint;
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f /= POOLSIZE;
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f *= 100;
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trap->Print("Game Memory Pool is %.1f%% full, %i bytes out of %i used.\n", f, allocPoint, POOLSIZE);
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}
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