jkxr/Projects/Android/jni/OpenJK/codemp/game/g_mem.c

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