[Memory] Use global memory allocator when possible
This commit is contained in:
parent
a177e20bf6
commit
d11f5dee1f
@ -2,7 +2,6 @@
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namespace Components
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{
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Utils::Memory::Allocator Command::MemAllocator;
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std::unordered_map<std::string, Utils::Slot<Command::Callback>> Command::FunctionMap;
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std::unordered_map<std::string, Utils::Slot<Command::Callback>> Command::FunctionMapSV;
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@ -130,7 +129,7 @@ namespace Components
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Game::cmd_function_t* Command::Allocate()
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{
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return Command::MemAllocator.allocate<Game::cmd_function_t>();
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return Loader::GetAlloctor()->allocate<Game::cmd_function_t>();
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}
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void Command::MainCallback()
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@ -265,7 +264,6 @@ namespace Components
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Command::~Command()
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{
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Command::MemAllocator.clear();
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Command::FunctionMap.clear();
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Command::FunctionMapSV.clear();
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}
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@ -65,7 +65,6 @@ namespace Components
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static Game::cmd_function_t* Find(std::string command);
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private:
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static Utils::Memory::Allocator MemAllocator;
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static std::unordered_map<std::string, Utils::Slot<Callback>> FunctionMap;
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static std::unordered_map<std::string, Utils::Slot<Callback>> FunctionMapSV;
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@ -4,40 +4,40 @@ namespace Components
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{
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std::recursive_mutex Localization::LocalizeMutex;
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Dvar::Var Localization::UseLocalization;
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Utils::Memory::Allocator Localization::MemAllocator;
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std::unordered_map<std::string, Game::LocalizeEntry*> Localization::LocalizeMap;
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std::unordered_map<std::string, Game::LocalizeEntry*> Localization::TempLocalizeMap;
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void Localization::Set(std::string key, std::string value)
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{
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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if (Localization::LocalizeMap.find(key) != Localization::LocalizeMap.end())
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{
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Game::LocalizeEntry* entry = Localization::LocalizeMap[key];
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char* newStaticValue = Localization::MemAllocator.duplicateString(value);
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char* newStaticValue = allocator->duplicateString(value);
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if (!newStaticValue) return;
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if (entry->value) Localization::MemAllocator.free(entry->value);
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if (entry->value) allocator->free(entry->value);
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entry->value = newStaticValue;
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return;
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}
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Game::LocalizeEntry* entry = Localization::MemAllocator.allocate<Game::LocalizeEntry>();
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Game::LocalizeEntry* entry = allocator->allocate<Game::LocalizeEntry>();
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if (!entry) return;
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entry->name = Localization::MemAllocator.duplicateString(key);
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entry->name = allocator->duplicateString(key);
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if (!entry->name)
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{
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Localization::MemAllocator.free(entry);
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allocator->free(entry);
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return;
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}
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entry->value = Localization::MemAllocator.duplicateString(value);
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entry->value = allocator->duplicateString(value);
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if (!entry->value)
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{
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Localization::MemAllocator.free(entry->name);
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Localization::MemAllocator.free(entry);
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allocator->free(entry->name);
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allocator->free(entry);
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return;
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}
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@ -76,30 +76,31 @@ namespace Components
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void Localization::SetTemp(std::string key, std::string value)
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{
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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if (Localization::TempLocalizeMap.find(key) != Localization::TempLocalizeMap.end())
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{
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Game::LocalizeEntry* entry = Localization::TempLocalizeMap[key];
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if(entry->value) Localization::MemAllocator.free(entry->value);
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entry->value = Localization::MemAllocator.duplicateString(value);
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if(entry->value) allocator->free(entry->value);
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entry->value = allocator->duplicateString(value);
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}
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else
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{
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Game::LocalizeEntry* entry = Localization::MemAllocator.allocate<Game::LocalizeEntry>();
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Game::LocalizeEntry* entry = allocator->allocate<Game::LocalizeEntry>();
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if (!entry) return;
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entry->name = Localization::MemAllocator.duplicateString(key);
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entry->name = allocator->duplicateString(key);
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if (!entry->name)
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{
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Localization::MemAllocator.free(entry);
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allocator->free(entry);
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return;
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}
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entry->value = Localization::MemAllocator.duplicateString(value);
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entry->value = allocator->duplicateString(value);
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if (!entry->value)
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{
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Localization::MemAllocator.free(entry->name);
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Localization::MemAllocator.free(entry);
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allocator->free(entry->name);
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allocator->free(entry);
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return;
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}
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@ -110,14 +111,15 @@ namespace Components
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void Localization::ClearTemp()
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{
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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for (auto i = Localization::TempLocalizeMap.begin(); i != Localization::TempLocalizeMap.end(); ++i)
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{
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if (i->second)
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{
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if (i->second->name) Localization::MemAllocator.free(i->second->name);
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if (i->second->value) Localization::MemAllocator.free(i->second->value);
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Localization::MemAllocator.free(i->second);
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if (i->second->name) allocator->free(i->second->name);
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if (i->second->value) allocator->free(i->second->value);
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allocator->free(i->second);
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}
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}
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@ -289,8 +291,6 @@ namespace Components
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Localization::~Localization()
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{
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Localization::ClearTemp();
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Localization::LocalizeMap.clear();
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Localization::MemAllocator.clear();
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}
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}
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@ -20,7 +20,6 @@ namespace Components
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private:
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static std::recursive_mutex LocalizeMutex;
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static Utils::Memory::Allocator MemAllocator;
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static std::unordered_map<std::string, Game::LocalizeEntry*> LocalizeMap;
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static std::unordered_map<std::string, Game::LocalizeEntry*> TempLocalizeMap;
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static Dvar::Var UseLocalization;
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@ -55,6 +55,8 @@ namespace Components
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int Menus::LoadMenuSource(std::string name, std::string buffer)
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{
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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int handle = Menus::ReserveSourceHandle();
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if (!Menus::IsValidSourceHandle(handle)) return 0; // No free source slot!
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@ -68,7 +70,7 @@ namespace Components
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script->next = nullptr;
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Game::source_t *source = Utils::Memory::Allocate<Game::source_t>();
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Game::source_t *source = allocator->allocate<Game::source_t>();
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if (!source)
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{
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Game::FreeMemory(script);
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@ -81,7 +83,7 @@ namespace Components
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source->defines = nullptr;
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source->indentstack = nullptr;
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source->skip = 0;
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source->definehash = static_cast<Game::define_t**>(Utils::Memory::Allocate(4096));
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source->definehash = static_cast<Game::define_t**>(allocator->allocate(4096));
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Game::sourceFiles[handle] = source;
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@ -112,21 +114,23 @@ namespace Components
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Game::menuDef_t* Menus::ParseMenu(int handle)
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{
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Game::menuDef_t* menu = Utils::Memory::Allocate<Game::menuDef_t>();
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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Game::menuDef_t* menu = allocator->allocate<Game::menuDef_t>();
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if (!menu) return nullptr;
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menu->items = Utils::Memory::AllocateArray<Game::itemDef_t*>(512);
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menu->items = allocator->allocateArray<Game::itemDef_t*>(512);
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if (!menu->items)
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{
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Utils::Memory::Free(menu);
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allocator->free(menu);
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return nullptr;
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}
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Game::pc_token_t token;
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if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] != '{')
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{
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Utils::Memory::Free(menu->items);
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Utils::Memory::Free(menu);
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allocator->free(menu->items);
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allocator->free(menu);
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return nullptr;
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}
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@ -235,21 +239,23 @@ namespace Components
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Game::MenuList* Menus::LoadScriptMenu(const char* menu)
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{
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(menu);
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if (menus.empty()) return nullptr;
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// Allocate new menu list
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Game::MenuList* newList = Utils::Memory::Allocate<Game::MenuList>();
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return nullptr;
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newList->menus = Utils::Memory::AllocateArray<Game::menuDef_t*>(menus.size());
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
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{
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Utils::Memory::Free(newList);
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allocator->free(newList);
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return nullptr;
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}
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newList->name = Utils::Memory::DuplicateString(menu);
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newList->name = allocator->duplicateString(menu);
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newList->menuCount = menus.size();
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// Copy new menus
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@ -312,6 +318,8 @@ namespace Components
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Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList)
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{
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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std::vector<std::pair<bool, Game::menuDef_t*>> menus;
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for (int i = 0; i < menuList->menuCount; ++i)
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@ -340,18 +348,18 @@ namespace Components
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}
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// Allocate new menu list
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Game::MenuList* newList = Utils::Memory::Allocate<Game::MenuList>();
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return menuList;
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size_t size = menus.size();
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newList->menus = Utils::Memory::AllocateArray<Game::menuDef_t*>(size);
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(size);
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if (!newList->menus)
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{
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Utils::Memory::Free(newList);
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allocator->free(newList);
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return menuList;
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}
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newList->name = Utils::Memory::DuplicateString(menuList->name);
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newList->name = allocator->duplicateString(menuList->name);
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newList->menuCount = size;
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// Copy new menus
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@ -368,6 +376,8 @@ namespace Components
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void Menus::FreeMenuSource(int handle)
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{
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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if (!Menus::IsValidSourceHandle(handle)) return;
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Game::source_t *source = Game::sourceFiles[handle];
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@ -397,18 +407,20 @@ namespace Components
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{
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Game::indent_t* indent = source->indentstack;
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source->indentstack = source->indentstack->next;
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Utils::Memory::Free(indent);
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allocator->free(indent);
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}
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if (source->definehash) Utils::Memory::Free(source->definehash);
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if (source->definehash) allocator->free(source->definehash);
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Utils::Memory::Free(source);
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allocator->free(source);
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Game::sourceFiles[handle] = nullptr;
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}
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void Menus::FreeMenu(Game::menuDef_t* menudef)
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{
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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// Do i need to free expressions and strings?
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// Or does the game take care of it?
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// Seems like it does...
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@ -423,30 +435,31 @@ namespace Components
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// Game::Menu_FreeItemMemory(menudef->items[i]);
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//}
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Utils::Memory::Free(menudef->items);
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allocator->free(menudef->items);
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}
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Utils::Memory::Free(menudef);
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allocator->free(menudef);
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}
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void Menus::FreeMenuList(Game::MenuList* menuList)
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{
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if (!menuList) return;
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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// Keep our compiler happy
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Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
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if (list.name)
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{
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Utils::Memory::Free(list.name);
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allocator->free(list.name);
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}
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if (list.menus)
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{
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Utils::Memory::Free(list.menus);
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allocator->free(list.menus);
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}
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Utils::Memory::Free(menuList);
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allocator->free(menuList);
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}
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void Menus::RemoveMenu(std::string menu)
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@ -2,7 +2,6 @@
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namespace Components
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{
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Utils::Memory::Allocator StringTable::MemAllocator;
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std::unordered_map<std::string, Game::StringTable*> StringTable::StringTableMap;
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int StringTable::Hash(const char* data)
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@ -21,6 +20,8 @@ namespace Components
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Game::StringTable* StringTable::LoadObject(std::string filename)
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{
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Utils::Memory::Allocator* allocator = Loader::GetAlloctor();
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filename = Utils::String::ToLower(filename);
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Game::StringTable* table = nullptr;
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@ -30,15 +31,15 @@ namespace Components
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{
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Utils::CSV parsedTable(rawTable.getBuffer(), false, false);
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table = StringTable::MemAllocator.allocate<Game::StringTable>();
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table = allocator->allocate<Game::StringTable>();
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if (table)
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{
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table->name = StringTable::MemAllocator.duplicateString(filename);
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table->name = allocator->duplicateString(filename);
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table->columnCount = parsedTable.getColumns();
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table->rowCount = parsedTable.getRows();
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table->values = StringTable::MemAllocator.allocateArray<Game::StringTableCell>(table->columnCount * table->rowCount);
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table->values = allocator->allocateArray<Game::StringTableCell>(table->columnCount * table->rowCount);
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if (!table->values)
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{
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@ -53,7 +54,7 @@ namespace Components
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Game::StringTableCell* cell = &table->values[i * table->columnCount + j];
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cell->hash = StringTable::Hash(value.data());
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cell->string = StringTable::MemAllocator.duplicateString(value);
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cell->string = allocator->duplicateString(value);
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//if (!cell->string) cell->string = ""; // We have to assume it allocated successfully
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}
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}
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@ -93,6 +94,5 @@ namespace Components
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StringTable::~StringTable()
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{
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StringTable::StringTableMap.clear();
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StringTable::MemAllocator.clear();
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}
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}
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@ -13,7 +13,6 @@ namespace Components
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#endif
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private:
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static Utils::Memory::Allocator MemAllocator;
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static std::unordered_map<std::string, Game::StringTable*> StringTableMap;
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static int Hash(const char* data);
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@ -1190,7 +1190,7 @@ namespace Components
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AssertSize(image359, 52);
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// Copy to new struct
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memcpy(&image359, buffer, sizeof(image359));
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std::memcpy(&image359, buffer, sizeof(image359));
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// Convert to old struct
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Game::GfxImage* image = reinterpret_cast<Game::GfxImage*>(buffer);
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@ -1212,7 +1212,7 @@ namespace Components
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}
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else
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{
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memcpy(buffer + 28, buffer + (size - 4), 4);
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std::memcpy(buffer + 28, buffer + (size - 4), 4);
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}
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}
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@ -125,10 +125,10 @@ namespace Utils
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}
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private:
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std::vector<void*> pool;
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std::map<void*, FreeCallback> refMemory;
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std::mutex mutex;
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std::map<void*, void*> ptrMap;
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std::vector<void*> pool;
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std::unordered_map<void*, void*> ptrMap;
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std::unordered_map<void*, FreeCallback> refMemory;
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};
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static void* AllocateAlign(size_t length, size_t alignment);
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