Fix reallocs I guess

This commit is contained in:
quaK
2023-04-28 20:18:52 +03:00
parent a21ed9ceac
commit 07b1c0dec9
3 changed files with 66 additions and 1 deletions

View File

@ -526,6 +526,8 @@ namespace fastfiles
namespace mp
{
char* new_pools[game::XAssetType::ASSET_TYPE_COUNT]{nullptr};
constexpr unsigned int get_asset_type_size(const game::XAssetType type)
{
constexpr int asset_type_sizes[] =
@ -571,15 +573,24 @@ namespace fastfiles
char* reallocate_asset_pool()
{
constexpr auto element_size = get_asset_type_size(Type);
static char new_pool[element_size * Size] = {0};
constexpr auto new_pool_size = element_size * Size;
char* new_pool = reinterpret_cast<char*>(utils::hook::allocate_somewhere_near(
reinterpret_cast<char*>(game::base_address), new_pool_size));
assert(new_pool != nullptr);
assert(utils::hook::is_relatively_far(game::g_assetPool[Type], new_pool) == false);
static_assert(element_size != 0);
assert(element_size == game::DB_GetXAssetTypeSize(Type));
std::memset(new_pool, 0, new_pool_size);
std::memmove(new_pool, game::g_assetPool[Type], game::g_poolSize[Type] * element_size);
game::g_assetPool[Type] = new_pool;
game::g_poolSize[Type] = Size;
new_pools[Type] = new_pool;
return new_pool;
}
@ -1050,6 +1061,18 @@ namespace fastfiles
reallocate_asset_pool_multiplier<game::ASSET_TYPE_LOADED_SOUND, 1.5f>();
reallocate_asset_pool_multiplier<game::ASSET_TYPE_LOCALIZE, 1.5f>();
}
void free_reallocated_asset_pools()
{
for (auto* pool : new_pools)
{
if (pool)
{
VirtualFree(pool, 0, MEM_RELEASE);
pool = nullptr;
}
}
}
}
void reallocate_asset_pools()
@ -1060,6 +1083,14 @@ namespace fastfiles
}
}
void free_reallocated_asset_pools()
{
if (!game::environment::is_sp())
{
mp::free_reallocated_asset_pools();
}
}
utils::hook::detour db_link_x_asset_entry_hook;
game::XAssetEntry* db_link_x_asset_entry_stub(game::XAssetType type, game::XAssetHeader* header)
{
@ -1317,6 +1348,11 @@ namespace fastfiles
console::info("assets: %i / %i\n", count, 155000);
});
}
void pre_destroy() override
{
free_reallocated_asset_pools();
}
};
}