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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
// The new memory manager, now only used by the resource manager. The original
// one would allocated a 12 MB memory pool at startup, which may have been
// appropriate for the original Playstation version but didn't work very well
// with our PocketPC version.
//
// There is one thing that prevents us from replacing the whole memory manager
// with the standard memory allocation functions: Broken Sword II absolutely,
// positively needs to be able to encode pointers as 32-bit integers. The
// original engine did this simply by casting between pointers and integers,
// but as far as I know that's not a very portable thing to do.
//
// If it had only used pointers as opcode parameters it would have been
// possible, albeit messy, to extend the stack data type. However, there is
// code in walker.cpp that obviously violates that assumption, and there are
// probably other cases as well.
//
// Instead, we take advantage of the fact that the original memory manager
// could only handle up to 999 blocks of memory. That means we can encode a
// pointer as a 10-bit id and a 22-bit offset into the block. Judging by early
// testing, both should be plenty.
//
// The number zero is used to represent the NULL pointer.
#include "common/textconsole.h"
#include "sword2/sword2.h"
#include "sword2/memory.h"
namespace Sword2 {
MemoryManager::MemoryManager() {
// The id stack contains all the possible ids for the memory blocks.
// We use this to ensure that no two blocks ever have the same id.
// The memory blocks are stored in an array, indexed on the block's
// id. This means that given a block id we can find the pointer with a
// simple array lookup.
// The memory block index is an array of pointers to the memory block
// array, sorted on the memory block's pointer. This means that given
// a pointer into a memory block we can find its id with binary
// searching.
//
// A balanced tree might have been more efficient - the index has to
// be re-sorted every time a block is allocated or freed - but such
// beasts are tricky to implement. Anyway, it wouldn't have made
// encoding or decoding pointers any faster, and these are by far the
// most common operations.
_idStack = (int16 *)malloc(MAX_MEMORY_BLOCKS * sizeof(int16));
_memBlocks = (MemBlock *)malloc(MAX_MEMORY_BLOCKS * sizeof(MemBlock));
_memBlockIndex = (MemBlock **)malloc(MAX_MEMORY_BLOCKS * sizeof(MemBlock *));
_totAlloc = 0;
_numBlocks = 0;
for (int i = 0; i < MAX_MEMORY_BLOCKS; i++) {
_idStack[i] = MAX_MEMORY_BLOCKS - i - 1;
_memBlocks[i].ptr = NULL;
_memBlockIndex[i] = NULL;
}
_idStackPtr = MAX_MEMORY_BLOCKS;
}
MemoryManager::~MemoryManager() {
for (int i = 0; i < MAX_MEMORY_BLOCKS; i++)
free(_memBlocks[i].ptr);
free(_memBlocks);
free(_memBlockIndex);
free(_idStack);
}
int32 MemoryManager::encodePtr(byte *ptr) {
if (ptr == NULL)
return 0;
int idx = findPointerInIndex(ptr);
assert(idx != -1);
uint32 id = _memBlockIndex[idx]->id;
uint32 offset = ptr - _memBlocks[id].ptr;
assert(id < 0x03ff);
assert(offset <= 0x003fffff);
assert(offset < _memBlocks[id].size);
return ((id + 1) << 22) | (ptr - _memBlocks[id].ptr);
}
byte *MemoryManager::decodePtr(int32 n) {
if (n == 0)
return NULL;
uint32 id = ((n & 0xffc00000) >> 22) - 1;
uint32 offset = n & 0x003fffff;
assert(_memBlocks[id].ptr);
assert(offset < _memBlocks[id].size);
return _memBlocks[id].ptr + offset;
}
int16 MemoryManager::findExactPointerInIndex(byte *ptr) {
int left = 0;
int right = _numBlocks - 1;
while (right >= left) {
int n = (left + right) / 2;
if (_memBlockIndex[n]->ptr == ptr)
return n;
if (_memBlockIndex[n]->ptr > ptr)
right = n - 1;
else
left = n + 1;
}
return -1;
}
int16 MemoryManager::findPointerInIndex(byte *ptr) {
int left = 0;
int right = _numBlocks - 1;
while (right >= left) {
int n = (left + right) / 2;
if (_memBlockIndex[n]->ptr <= ptr && _memBlockIndex[n]->ptr + _memBlockIndex[n]->size > ptr)
return n;
if (_memBlockIndex[n]->ptr > ptr)
right = n - 1;
else
left = n + 1;
}
return -1;
}
int16 MemoryManager::findInsertionPointInIndex(byte *ptr) {
if (_numBlocks == 0)
return 0;
int left = 0;
int right = _numBlocks - 1;
int n = 0;
while (right >= left) {
n = (left + right) / 2;
if (_memBlockIndex[n]->ptr == ptr)
return -1;
if (_memBlockIndex[n]->ptr > ptr)
right = n - 1;
else
left = n + 1;
}
if (_memBlockIndex[n]->ptr < ptr)
n++;
return n;
}
byte *MemoryManager::memAlloc(uint32 size, int16 uid) {
assert(_idStackPtr > 0);
// Get the new block's id from the stack.
int16 id = _idStack[--_idStackPtr];
// Allocate the new memory block
byte *ptr = (byte *)malloc(size);
assert(ptr);
_memBlocks[id].id = id;
_memBlocks[id].uid = uid;
_memBlocks[id].ptr = ptr;
_memBlocks[id].size = size;
// Update the memory block index.
int16 idx = findInsertionPointInIndex(ptr);
assert(idx != -1);
for (int i = _numBlocks; i > idx; i--)
_memBlockIndex[i] = _memBlockIndex[i - 1];
_memBlockIndex[idx] = &_memBlocks[id];
_numBlocks++;
_totAlloc += size;
return _memBlocks[id].ptr;
}
void MemoryManager::memFree(byte *ptr) {
int16 idx = findExactPointerInIndex(ptr);
if (idx == -1) {
warning("Freeing non-allocated pointer %p", (void *)ptr);
return;
}
// Put back the id on the stack
_idStack[_idStackPtr++] = _memBlockIndex[idx]->id;
// Release the memory block
free(_memBlockIndex[idx]->ptr);
_memBlockIndex[idx]->ptr = NULL;
_totAlloc -= _memBlockIndex[idx]->size;
// Remove the memory block from the index
_numBlocks--;
for (int i = idx; i < _numBlocks; i++)
_memBlockIndex[i] = _memBlockIndex[i + 1];
}
} // End of namespace Sword2
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