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-rw-r--r--src/cgame/cg_mem.c215
1 files changed, 172 insertions, 43 deletions
diff --git a/src/cgame/cg_mem.c b/src/cgame/cg_mem.c
index 3490edb2..e4ef82ab 100644
--- a/src/cgame/cg_mem.c
+++ b/src/cgame/cg_mem.c
@@ -1,62 +1,191 @@
// Copyright (C) 1999-2000 Id Software, Inc.
//
//
-// g_mem.c
+// cg_mem.c
//
-//TA: hack to provide dynanmic allocation clientside
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU Lesser General Public License as published by
- * the Free Software Foundation; either version 2.1, or (at your option)
- * any later version.
- *
- * 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 Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the LGPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
+// Golliwog: All rewritten to allow deallocation
+//
+// TA: (very) minor changes for client side operation
+// thanks to Golliwog of Quake 3 Fortress ( http://www.q3f.com )
+// for this.
+
+
#include "cg_local.h"
+#define POOLSIZE (256 * 1024)
+#define FREEMEMCOOKIE ((int)0xDEADBE3F) // Any unlikely to be used value
+#define ROUNDBITS 31 // Round to 32 bytes
+
+struct freememnode
+{
+ // Size of ROUNDBITS
+ int cookie, size; // Size includes node (obviously)
+ struct freememnode *prev, *next;
+};
-#define POOLSIZE (256 * 1024)
+static char memoryPool[ POOLSIZE ];
+static struct freememnode *freehead;
+static int freemem;
-static char memoryPool[POOLSIZE];
-static int allocPoint;
+void *CG_Alloc( int size )
+{
+ // Find a free block and allocate.
+ // Does two passes, attempts to fill same-sized free slot first.
-void *CG_Alloc( int size ) {
- char *p;
+ struct freememnode *fmn, *prev, *next, *smallest;
+ int allocsize, smallestsize;
+ char *endptr;
+ int *ptr;
- /*if ( g_debugAlloc.integer ) {
- G_Printf( "CG_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) );
- }*/
+ allocsize = ( size + sizeof(int) + ROUNDBITS ) & ~ROUNDBITS; // Round to 32-byte boundary
+ ptr = NULL;
- if ( allocPoint + size > POOLSIZE ) {
- CG_Error( "CG_Alloc: failed on allocation of %u bytes\n", size );
- return NULL;
+ smallest = NULL;
+ smallestsize = POOLSIZE + 1; // Guaranteed not to miss any slots :)
+ for( fmn = freehead; fmn; fmn = fmn->next )
+ {
+ if( fmn->cookie != FREEMEMCOOKIE )
+ CG_Error( "CG_Alloc: Memory corruption detected!\n" );
+
+ if( fmn->size >= allocsize )
+ {
+ // We've got a block
+ if( fmn->size == allocsize )
+ {
+ // Same size, just remove
+
+ prev = fmn->prev;
+ next = fmn->next;
+ if( prev )
+ prev->next = next; // Point previous node to next
+ if( next )
+ next->prev = prev; // Point next node to previous
+ if( fmn == freehead )
+ freehead = next; // Set head pointer to next
+ ptr = (int *) fmn;
+ break; // Stop the loop, this is fine
+ }
+ else
+ {
+ // Keep track of the smallest free slot
+ if( fmn->size < smallestsize )
+ {
+ smallest = fmn;
+ smallestsize = fmn->size;
+ }
+ }
+ }
+ }
+
+ if( !ptr && smallest )
+ {
+ // We found a slot big enough
+ smallest->size -= allocsize;
+ endptr = (char *) smallest + smallest->size;
+ ptr = (int *) endptr;
}
- p = &memoryPool[allocPoint];
+ if( ptr )
+ {
+ freemem -= allocsize;
+ if( cg_debugAlloc.integer )
+ CG_Printf( "CG_Alloc of %i bytes (%i left)\n", allocsize, freemem );
+ memset( ptr, 0, allocsize );
+ *ptr++ = allocsize; // Store a copy of size for deallocation
+ return( (void *) ptr );
+ }
+
+ CG_Error( "CG_Alloc: failed on allocation of %i bytes\n", size );
+ return( NULL );
+}
+
+void CG_Free( void *ptr )
+{
+ // Release allocated memory, add it to the free list.
+
+ struct freememnode *fmn;
+ char *freeend;
+ int *freeptr;
+
+ freeptr = ptr;
+ freeptr--;
- allocPoint += ( size + 31 ) & ~31;
+ freemem += *freeptr;
+ if( cg_debugAlloc.integer )
+ CG_Printf( "CG_Free of %i bytes (%i left)\n", *freeptr, freemem );
- return p;
+ for( fmn = freehead; fmn; fmn = fmn->next )
+ {
+ freeend = ((char *) fmn) + fmn->size;
+ if( freeend == (char *) freeptr )
+ {
+ // Released block can be merged to an existing node
+
+ fmn->size += *freeptr; // Add size of node.
+ return;
+ }
+ }
+ // No merging, add to head of list
+
+ fmn = (struct freememnode *) freeptr;
+ fmn->size = *freeptr; // Set this first to avoid corrupting *freeptr
+ fmn->cookie = FREEMEMCOOKIE;
+ fmn->prev = NULL;
+ fmn->next = freehead;
+ freehead->prev = fmn;
+ freehead = fmn;
}
-void CG_InitMemory( void ) {
- allocPoint = 0;
+void CG_InitMemory( void )
+{
+ // Set up the initial node
+
+ freehead = (struct freememnode *) memoryPool;
+ freehead->cookie = FREEMEMCOOKIE;
+ freehead->size = POOLSIZE;
+ freehead->next = NULL;
+ freehead->prev = NULL;
+ freemem = sizeof(memoryPool);
}
+void CG_DefragmentMemory( void )
+{
+ // If there's a frenzy of deallocation and we want to
+ // allocate something big, this is useful. Otherwise...
+ // not much use.
+
+ struct freememnode *startfmn, *endfmn, *fmn;
+
+ for( startfmn = freehead; startfmn; )
+ {
+ endfmn = (struct freememnode *)(((char *) startfmn) + startfmn->size);
+ for( fmn = freehead; fmn; )
+ {
+ if( fmn->cookie != FREEMEMCOOKIE )
+ CG_Error( "CG_DefragmentMemory: Memory corruption detected!\n" );
+
+ if( fmn == endfmn )
+ {
+ // We can add fmn onto startfmn.
+
+ if( fmn->prev )
+ fmn->prev->next = fmn->next;
+ if( fmn->next )
+ {
+ if( !(fmn->next->prev = fmn->prev) )
+ freehead = fmn->next; // We're removing the head node
+ }
+ startfmn->size += fmn->size;
+ memset( fmn, 0, sizeof(struct freememnode) ); // A redundant call, really.
+
+ startfmn = freehead;
+ endfmn = fmn = NULL; // Break out of current loop
+ }
+ else
+ fmn = fmn->next;
+ }
+
+ if( endfmn )
+ startfmn = startfmn->next; // endfmn acts as a 'restart' flag here
+ }
+}