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6ae8218d53
"StandardHeader" instead of "_standardHeader". svn-id: r11997
576 lines
17 KiB
C++
576 lines
17 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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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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*
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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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// memory manager
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// - "remember, it's not good to leave memory locked for a moment longer
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// than necessary" Tony
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// - "actually, in a sequential system theoretically you never need to lock
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// any memory!" Chris ;)
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//
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// This is a very simple implementation but I see little advantage to being
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// any cleverer with the coding - i could have put the mem blocks before the
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// defined blocks instead of in an array and then used pointers to
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// child/parent blocks. But why bother? I've Kept it simple. When it needs
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// updating or customising it will be accessable to anyone who looks at it.
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//
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// Doesn't have a purgeable/age consituant yet - if anyone wants this then
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// I'll add it in.
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// MemMan v1.1
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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namespace Sword2 {
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#define MEMORY_POOL (1024 * 12000)
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// #define MEMDEBUG 1
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MemoryManager::MemoryManager(Sword2Engine *vm) : _vm(vm) {
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uint32 j;
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uint8 *memory_base;
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_suggestedStart = 0;
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_totalFreeMemory = MEMORY_POOL;
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memory_base = (uint8 *) malloc(_totalFreeMemory);
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if (!memory_base)
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error("MemoryManager: couldn't malloc %d bytes", _totalFreeMemory);
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// the original malloc address
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_freeMemman = memory_base;
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// set all but first handle to unused
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for (j = 1; j < MAX_mem_blocks; j++)
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_memList[j].state = MEM_null;
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// total used (free, locked or floating)
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_totalBlocks = 1;
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_memList[0].ad = memory_base;
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_memList[0].state = MEM_free;
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_memList[0].age = 0;
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_memList[0].size = _totalFreeMemory;
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_memList[0].parent = -1; // we are base - for now
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_memList[0].child = -1; // we are the end as well
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_memList[0].uid = UID_memman; // init id
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_baseMemBlock = 0; // for now
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}
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MemoryManager::~MemoryManager(void) {
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free(_freeMemman);
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}
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// I don't know about C++, but here's what "C: A Reference Manual" (Harbison &
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// Steele) has to say:
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//
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// "There is no requirement in C that any of the integral types be large enough
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// to represent a pointer, although C programmers often assume that type long
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// is large enough, which it is on most computers. In C99, header inttypes.h
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// may define integer types intptr_t and uintptr_t, which are guaranteed large
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// enough to hold a pointer as an integer."
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//
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// The script engine frequently needs to pass around pointers to various
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// structures etc. and, and used to do so by casting them to int32 and back
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// again. Since those pointers always point to memory that belongs to the
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// memory manager, we can easily represent them as offsets instead.
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int32 MemoryManager::ptrToInt(const uint8 *p) {
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debug(9, "ptrToInt: %p -> %d", p, p - _freeMemman);
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if (p < _freeMemman || p >= &_freeMemman[MEMORY_POOL])
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warning("ptrToInt: Converting bad pointer: %p", p);
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return p - _freeMemman;
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}
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uint8 *MemoryManager::intToPtr(int32 n) {
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debug(9, "intToPtr: %d -> %p", n, &_freeMemman[n]);
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if (n < 0 || n >= MEMORY_POOL)
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warning("intToPtr: Converting bad integer: %d", n);
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return &_freeMemman[n];
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}
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Memory *MemoryManager::lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id) {
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// allocate a block of memory - locked or float
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// returns 0 if fails to allocate the memory
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// or a pointer to a mem structure
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int32 nu_block;
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uint32 spawn = 0;
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uint32 slack;
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// we must first round the size UP to a dword, so subsequent blocks
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// will start dword alligned
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size += 3; // move up
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size &= 0xfffffffc; // and back down to boundary
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// find a free block large enough
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// the defragger returns when its made a big enough block. This is
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// a good time to defrag as we're probably not doing anything super
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// time-critical at the moment
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if ((nu_block = defragMemory(size)) == -1) {
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// error - couldn't find a big enough space
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return 0;
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}
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// an exact fit?
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if (_memList[nu_block].size == size) {
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// no new block is required as the fit is perfect
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_memList[nu_block].state = type; // locked or float
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_memList[nu_block].size = size; // set to the required size
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_memList[nu_block].uid = unique_id; // an identifier
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#ifdef MEMDEBUG
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debugMemory();
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#endif
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return &_memList[nu_block];
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}
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// nu_block is the free block to split, forming our locked/float block
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// with a new free block in any remaining space
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// If our child is free then is can expand downwards to eat up our
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// chopped space this is good because it doesn't create an extra block
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// so keeping the block count down.
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//
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// Why? Imagine you Talloc 1000k, then free it. Now keep allocating 10
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// bytes less and freeing again you end up with thousands of new free
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// mini blocks. This way avoids that as the free child keeps growing
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// downwards.
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if (_memList[nu_block].child != -1 && _memList[_memList[nu_block].child].state == MEM_free) {
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// our child is free
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// the spare memory is the blocks current size minus the
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// amount we're taking
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slack = _memList[nu_block].size - size;
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_memList[nu_block].state = type; // locked or float
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_memList[nu_block].size = size; // set to the required size
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_memList[nu_block].uid = unique_id; // an identifier
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// child starts after us
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_memList[_memList[nu_block].child].ad = _memList[nu_block].ad + size;
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// child's size increases
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_memList[_memList[nu_block].child].size += slack;
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return &_memList[nu_block];
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}
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// otherwise we spawn a new block after us and before our child - our
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// child being a proper block that we cannot change
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// we remain a child of our parent
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// we spawn a new child and it inherits our current child
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// find a NULL slot for a new block
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while (_memList[spawn].state != MEM_null && spawn!=MAX_mem_blocks)
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spawn++;
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if (spawn == MAX_mem_blocks) {
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// run out of blocks - stop the program. this is a major blow
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// up and we need to alert the developer
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// Lets get a printout of this
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debugMemory();
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error("Out of mem blocks in Talloc()");
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}
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_memList[spawn].state = MEM_free; // new block is free
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_memList[spawn].uid = UID_memman; // a memman created bloc
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// size of the existing parent free block minus the size of the new
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// space Talloc'ed.
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_memList[spawn].size = _memList[nu_block].size - size;
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// IOW the remaining memory is given to the new free block
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// we start 1 byte after the newly allocated block
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_memList[spawn].ad = _memList[nu_block].ad + size;
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// the spawned child gets it parent - the newly allocated block
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_memList[spawn].parent = nu_block;
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// the new child inherits the parents old child (we are its new
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// child "Waaaa")
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_memList[spawn].child = _memList[nu_block].child;
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// is the spawn the end block?
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if (_memList[spawn].child != -1) {
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// the child of the new free-spawn needs to know its new parent
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_memList[_memList[spawn].child].parent = spawn;
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}
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_memList[nu_block].state = type; // locked or float
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_memList[nu_block].size = size; // set to the required size
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_memList[nu_block].uid = unique_id; // an identifier
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// the new blocks new child is the newly formed free block
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_memList[nu_block].child = spawn;
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//we've brought a new block into the world. Ahhh!
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_totalBlocks++;
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#ifdef MEMDEBUG
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debugMemory();
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#endif
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return &_memList[nu_block];
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}
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void MemoryManager::freeMemory(Memory *block) {
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// kill a block of memory - which was presumably floating or locked
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// once you've done this the memory may be recycled
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block->state = MEM_free;
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block->uid = UID_memman; // belongs to the memory manager again
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#ifdef MEMDEBUG
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debugMemory();
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#endif
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}
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void MemoryManager::floatMemory(Memory *block) {
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// set a block to float
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// wont be trashed but will move around in memory
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block->state = MEM_float;
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#ifdef MEMDEBUG
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debugMemory();
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#endif
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}
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void MemoryManager::lockMemory(Memory *block) {
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// set a block to lock
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// wont be moved - don't lock memory for any longer than necessary
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// unless you know the locked memory is at the bottom of the heap
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// can't move now - this block is now crying out to be floated or
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// free'd again
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block->state = MEM_locked;
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#ifdef MEMDEBUG
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debugMemory();
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#endif
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}
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int32 MemoryManager::defragMemory(uint32 req_size) {
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// moves floating blocks down and/or merges free blocks until a large
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// enough space is found or there is nothing left to do and a big
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// enough block cannot be found we stop when we find/create a large
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// enough block - this is enough defragging.
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int32 cur_block; // block 0 remains the parent block
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int32 original_parent,child, end_child;
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uint32 j;
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uint32 *a;
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uint32 *b;
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// cur_block = _baseMemBlock; //the mother of all parents
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cur_block = _suggestedStart;
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do {
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// is current block a free block?
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if (_memList[cur_block].state == MEM_free) {
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if (_memList[cur_block].size >= req_size) {
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// this block is big enough - return its id
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return cur_block;
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}
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// the child is the end block - stop if the next block
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// along is the end block
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if (_memList[cur_block].child == -1) {
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// no luck, couldn't find a big enough block
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return -1;
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}
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// current free block is too small, but if its child
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// is *also* free then merge the two together
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if (_memList[_memList[cur_block].child].state == MEM_free) {
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// ok, we nuke the child and inherit its child
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child = _memList[cur_block].child;
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// our size grows by the size of our child
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_memList[cur_block].size += _memList[child].size;
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// our new child is our old childs, child
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_memList[cur_block].child = _memList[child].child;
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// not if the chld we're nuking is the end
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// child (it has no child)
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if (_memList[child].child != -1) {
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// the (nuked) old childs childs
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// parent is now us
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_memList[_memList[child].child].parent = cur_block;
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}
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// clean up the nuked child, so it can be used
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// again
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_memList[child].state = MEM_null;
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_totalBlocks--;
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} else if (_memList[_memList[cur_block].child].state == MEM_float) {
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// current free block is too small, but if its
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// child is a float then we move the floating
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// memory block down and the free up but,
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// parent/child relationships must be such
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// that the memory is all continuous between
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// blocks. ie. a childs memory always begins 1
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// byte after its parent finishes. However, the
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// positions in the memory list may become
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// truly random, but, any particular block of
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// locked or floating memory must retain its
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// position within the _memList - the float
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// stays a float because the handle/pointer
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// has been passed back
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//
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// what this means is that when the physical
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// memory of the foat moves down (and the free
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// up) the child becomes the parent and the
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// parent the child but, remember, the parent
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// had a parent and the child another child -
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// these swap over too as the parent/child swap
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// takes place - phew.
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// our child is currently floating
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child = _memList[cur_block].child;
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// move the higher float down over the free
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// block
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// memcpy(_memList[cur_block].ad, _memList[child].ad, _memList[child].size);
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a = (uint32 *) _memList[cur_block].ad;
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b = (uint32 *) _memList[child].ad;
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for (j = 0; j < _memList[child].size / 4; j++)
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*(a++) = *(b++);
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// both *ad's change
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// the float is now where the free was and the
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// free goes up by the size of the float
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// (which has come down)
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_memList[child].ad = _memList[cur_block].ad;
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_memList[cur_block].ad += _memList[child].size;
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// the status of the _memList blocks must
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// remain the same, so...
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// our child gets this when we become its
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// child and it our parent
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original_parent = _memList[cur_block].parent;
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// the free's child becomes its parent
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_memList[cur_block].parent = child;
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// the new child inherits its previous childs
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// child
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_memList[cur_block].child = _memList[child].child;
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// save this - see next line
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end_child = _memList[child].child;
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// the floats parent becomes its child
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_memList[child].child = cur_block;
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_memList[child].parent = original_parent;
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// if the child had a child
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if (end_child != -1) {
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// then its parent is now the new child
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_memList[end_child].parent = cur_block;
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}
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// if the base block was the true base parent
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if (original_parent == -1) {
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// then the child that has moved down
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// becomes the base block as it sits
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// at the lowest possible memory
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// location
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_baseMemBlock = child;
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} else {
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// otherwise the parent of the current
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// free block - that is now the child
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// - gets a new child, that child
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// being previously the child of the
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// child of the original parent
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_memList[original_parent].child = child;
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}
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} else { // if (_memList[_memList[cur_block].child].state == MEM_lock)
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// the child of current is locked - move to it
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// move to next one along - either locked or
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// END
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cur_block=_memList[cur_block].child;
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}
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} else {
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// move to next one along, the current must be
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// floating, locked, or a NULL slot
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cur_block = _memList[cur_block].child;
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}
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} while (cur_block != -1); // while the block we've just done is not the final block
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return -1; //no luck, couldn't find a big enough block
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}
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void MemoryManager::debugMemory(void) {
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// gets called with lowLevelAlloc, Mem_free, Mem_lock & Mem_float if
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// MEMDEBUG has been #defined otherwise can be called at any time
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// anywhere else
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int j;
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char inf[][20] = {
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{ "MEM_null" },
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{ "MEM_free" },
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{ "MEM_locked" },
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{ "MEM_float" }
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};
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debug(5, "base %d total %d", _baseMemBlock, _totalBlocks);
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// first in mem list order
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for (j = 0; j < MAX_mem_blocks; j++) {
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if (_memList[j].state == MEM_null)
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debug(5, "%d- NULL", j);
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else
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debug(5, "%d- state %s, ad %d, size %d, p %d, c %d, id %d",
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j, inf[_memList[j].state], _memList[j].ad,
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_memList[j].size, _memList[j].parent,
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_memList[j].child, _memList[j].uid);
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}
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// now in child/parent order
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j = _baseMemBlock;
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do {
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debug(5, " %d- state %s, ad %d, size %d, p %d, c %d", j,
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inf[_memList[j].state], _memList[j].ad,
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_memList[j].size, _memList[j].parent,
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_memList[j].child, _memList[j].uid);
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j = _memList[j].child;
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} while (j != -1);
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}
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Memory *MemoryManager::allocMemory(uint32 size, uint32 type, uint32 unique_id) {
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// the high level allocator
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// can ask the resman to remove old resources to make space - will
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// either do it or halt the system
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Memory *membloc;
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int j;
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uint32 free = 0;
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while (virtualDefrag(size)) {
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// trash the oldest closed resource
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if (!_vm->_resman->helpTheAgedOut()) {
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error("alloc ran out of memory: size=%d type=%d unique_id=%d", size, type, unique_id);
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}
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}
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membloc = lowLevelAlloc(size, type, unique_id);
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if (membloc == 0) {
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error("lowLevelAlloc failed to get memory virtualDefrag said was there");
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}
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j = _baseMemBlock;
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do {
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if (_memList[j].state == MEM_free)
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free += _memList[j].size;
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j = _memList[j].child;
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} while (j != -1);
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// return the pointer to the memory
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return membloc;
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}
|
|
|
|
// Maximum allowed wasted memory.
|
|
#define MAX_WASTAGE 51200
|
|
|
|
int32 MemoryManager::virtualDefrag(uint32 size) {
|
|
// Virutually defrags memory...
|
|
//
|
|
// Used to determine if there is potentially are large enough free
|
|
// block available is the real defragger was allowed to run.
|
|
//
|
|
// The idea being that alloc will call this and help_the_aged_out
|
|
// until we indicate that it is possible to obtain a large enough
|
|
// free block. This way the defragger need only run once to yield the
|
|
// required block size.
|
|
//
|
|
// The reason for its current slowness is that the defragger is
|
|
// potentially called several times, each time shifting upto 20Megs
|
|
// around, to obtain the required free block.
|
|
|
|
int32 cur_block;
|
|
uint32 currentBubbleSize = 0;
|
|
|
|
cur_block = _baseMemBlock;
|
|
_suggestedStart = _baseMemBlock;
|
|
|
|
do {
|
|
if (_memList[cur_block].state == MEM_free) {
|
|
// Add a little intelligence. At the start the oldest
|
|
// resources are at the bottom of the tube. However
|
|
// there will be some air at the top. Thus bubbles
|
|
// will be created at the bottom and float to the
|
|
// top. If we ignore the top gap then a large enough
|
|
// bubble will form lower down the tube. Thus less
|
|
// memory will need to be shifted.
|
|
|
|
if (_memList[cur_block].child != -1)
|
|
currentBubbleSize += _memList[cur_block].size;
|
|
else if (_memList[cur_block].size > MAX_WASTAGE)
|
|
currentBubbleSize += _memList[cur_block].size;
|
|
|
|
if (currentBubbleSize >= size)
|
|
return 0;
|
|
} else if (_memList[cur_block].state == MEM_locked) {
|
|
currentBubbleSize = 0;
|
|
// Any free block of the correct size will be above
|
|
// this locked block.
|
|
_suggestedStart = _memList[cur_block].child;
|
|
}
|
|
|
|
cur_block = _memList[cur_block].child;
|
|
} while (cur_block != -1);
|
|
|
|
return 1;
|
|
}
|
|
|
|
} // End of namespace Sword2
|