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f8277267a0
Replace `mem_free` by `free`, and `mem_alloc` by `malloc` or `calloc` (the latter one being used to allocate a zeroed array of elements, sometimes, this makes a call to `mem_zero` superfluous). This results in having to remove `mem_stats` which previously recorded the number of allocations and their size that the Teeworlds code did directly. Remove OOM handling in `src/game/client/components/binds.cpp`. Remove needless copying in the CSV code in `src/game/client/components/statboard.cpp`.
96 lines
1.7 KiB
C++
96 lines
1.7 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/system.h>
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#include "memheap.h"
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// allocates a new chunk to be used
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void CHeap::NewChunk()
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{
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CChunk *pChunk;
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char *pMem;
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// allocate memory
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pMem = (char *)malloc(sizeof(CChunk) + CHUNK_SIZE);
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if(!pMem)
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return;
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// the chunk structure is located in the beginning of the chunk
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// init it and return the chunk
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pChunk = (CChunk*)pMem;
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pChunk->m_pMemory = (char*)(pChunk+1);
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pChunk->m_pCurrent = pChunk->m_pMemory;
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pChunk->m_pEnd = pChunk->m_pMemory + CHUNK_SIZE;
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pChunk->m_pNext = (CChunk *)0x0;
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pChunk->m_pNext = m_pCurrent;
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m_pCurrent = pChunk;
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}
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//****************
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void *CHeap::AllocateFromChunk(unsigned int Size)
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{
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char *pMem;
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// check if we need can fit the allocation
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if(m_pCurrent->m_pCurrent + Size > m_pCurrent->m_pEnd)
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return (void*)0x0;
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// get memory and move the pointer forward
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pMem = m_pCurrent->m_pCurrent;
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m_pCurrent->m_pCurrent += Size;
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return pMem;
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}
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// creates a heap
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CHeap::CHeap()
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{
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m_pCurrent = 0x0;
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Reset();
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}
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CHeap::~CHeap()
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{
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Clear();
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}
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void CHeap::Reset()
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{
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Clear();
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NewChunk();
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}
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// destroys the heap
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void CHeap::Clear()
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{
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CChunk *pChunk = m_pCurrent;
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CChunk *pNext;
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while(pChunk)
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{
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pNext = pChunk->m_pNext;
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free(pChunk);
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pChunk = pNext;
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}
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m_pCurrent = 0x0;
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}
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//
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void *CHeap::Allocate(unsigned Size)
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{
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char *pMem;
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// try to allocate from current chunk
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pMem = (char *)AllocateFromChunk(Size);
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if(!pMem)
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{
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// allocate new chunk and add it to the heap
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NewChunk();
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// try to allocate again
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pMem = (char *)AllocateFromChunk(Size);
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}
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return pMem;
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}
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