mirror of https://github.com/OpenTTD/OpenTTD
Codechange: use std::allocator over malloc/free for Squirrel memory management
parent
c5e01c1907
commit
3790f29156
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@ -13,7 +13,6 @@ add_files(
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sqfuncstate.h
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sqlexer.cpp
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sqlexer.h
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sqmem.cpp
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sqobject.cpp
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sqobject.h
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sqopcodes.h
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@ -1,18 +0,0 @@
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/*
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* see copyright notice in squirrel.h
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*/
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#include "../../../stdafx.h"
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#include "sqpcheader.h"
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#include "../../../core/alloc_func.hpp"
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#include "../../../safeguards.h"
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#ifdef SQUIRREL_DEFAULT_ALLOCATOR
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void *sq_vm_malloc(SQUnsignedInteger size) { return MallocT<char>((size_t)size); }
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void *sq_vm_realloc(void *p, SQUnsignedInteger oldsize, SQUnsignedInteger size) { return ReallocT<char>(static_cast<char*>(p), (size_t)size); }
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void sq_vm_free(void *p, SQUnsignedInteger size) { free(p); }
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#endif
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@ -10,6 +10,7 @@
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#include "../stdafx.h"
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#include "../debug.h"
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#include "squirrel_std.hpp"
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#include "../error_func.h"
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#include "../fileio_func.h"
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#include "../string_func.h"
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#include "script_fatalerror.hpp"
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@ -17,15 +18,8 @@
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#include <sqstdaux.h>
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#include <../squirrel/sqpcheader.h>
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#include <../squirrel/sqvm.h>
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#include "../core/alloc_func.hpp"
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/**
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* In the memory allocator for Squirrel we want to directly use malloc/realloc, so when the OS
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* does not have enough memory the game does not go into unrecoverable error mode and kill the
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* whole game, but rather let the AI die though then we need to circumvent MallocT/ReallocT.
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*
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* So no #include "../safeguards.h" here as is required, but after the allocator's implementation.
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*/
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#include "../safeguards.h"
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/*
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* If changing the call paths into the scripting engine, define this symbol to enable full debugging of allocations.
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@ -34,7 +28,9 @@
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*/
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struct ScriptAllocator {
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size_t allocated_size; ///< Sum of allocated data size
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private:
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std::allocator<uint8_t> allocator;
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size_t allocated_size = 0; ///< Sum of allocated data size
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size_t allocation_limit; ///< Maximum this allocator may use before allocations fail
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/**
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* Whether the error has already been thrown, so to not throw secondary errors in
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@ -42,7 +38,7 @@ struct ScriptAllocator {
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* throw a Squirrel error so the Squirrel stack can be dumped, however that gets
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* allocated by this allocator and then you might end up in an infinite loop.
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*/
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bool error_thrown;
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bool error_thrown = false;
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static const size_t SAFE_LIMIT = 0x8000000; ///< 128 MiB, a safe choice for almost any situation
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@ -50,42 +46,51 @@ struct ScriptAllocator {
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std::map<void *, size_t> allocations;
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#endif
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void CheckLimit() const
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/**
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* Checks whether an allocation is allowed by the memory limit set for the script.
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* @param requested_size The requested size that was requested to be allocated.
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* @throws Script_FatalError When memory may not be allocated (limit reached, except for error handling).
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*/
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void CheckAllocationAllowed(size_t requested_size)
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{
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if (this->allocated_size > this->allocation_limit) throw Script_FatalError("Maximum memory allocation exceeded");
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/* When an error has been thrown, we are allocating just a bit of memory for the stack trace. */
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if (this->error_thrown) return;
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if (this->allocated_size + requested_size <= this->allocation_limit) return;
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/* Do not allow allocating more than the allocation limit. */
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this->error_thrown = true;
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std::string msg = fmt::format("Maximum memory allocation exceeded by {} bytes when allocating {} bytes",
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this->allocated_size + requested_size - this->allocation_limit, requested_size);
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throw Script_FatalError(msg);
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}
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/**
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* Catch all validation for the allocation; did it allocate too much memory according
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* to the allocation limit or did the allocation at the OS level maybe fail? In those
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* error situations a Script_FatalError is thrown, but once that has been done further
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* allocations are allowed to make it possible for Squirrel to throw the error and
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* clean everything up.
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* @param requested_size The requested size that was requested to be allocated.
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* @param p The pointer to the allocated object, or null if allocation failed.
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* Internal helper to allocate the given amount of bytes.
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* @param requested_size The requested size.
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* @return The allocated memory.
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* @throws Script_FatalError When memory could not be allocated.
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*/
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void CheckAllocation(size_t requested_size, void *p)
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void *DoAlloc(SQUnsignedInteger requested_size)
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{
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if (this->allocated_size + requested_size > this->allocation_limit && !this->error_thrown) {
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/* Do not allow allocating more than the allocation limit, except when an error is
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* already as then the allocation is for throwing that error in Squirrel, the
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* associated stack trace information and while cleaning up the AI. */
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this->error_thrown = true;
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std::string msg = fmt::format("Maximum memory allocation exceeded by {} bytes when allocating {} bytes",
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this->allocated_size + requested_size - this->allocation_limit, requested_size);
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/* Don't leak the rejected allocation. */
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free(p);
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throw Script_FatalError(msg);
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}
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try {
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void *p = this->allocator.allocate(requested_size);
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assert(p != nullptr);
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this->allocated_size += requested_size;
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if (p == nullptr) {
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#ifdef SCRIPT_DEBUG_ALLOCATIONS
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assert(this->allocations.find(p) == this->allocations.end());
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this->allocations[p] = requested_size;
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#endif
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return p;
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} catch (const std::bad_alloc &) {
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/* The OS did not have enough memory to allocate the object, regardless of the
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* limit imposed by OpenTTD on the amount of memory that may be allocated. */
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if (this->error_thrown) {
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/* The allocation is called in the error handling of a memory allocation
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* failure, then not being able to allocate that small amount of memory
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* means there is no other choice than to bug out completely. */
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MallocError(requested_size);
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FatalError("Out of memory. Cannot allocate {} bytes", requested_size);
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}
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this->error_thrown = true;
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@ -94,21 +99,24 @@ struct ScriptAllocator {
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}
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}
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public:
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size_t GetAllocatedSize() const { return this->allocated_size; }
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void CheckLimit() const
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{
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if (this->allocated_size > this->allocation_limit) throw Script_FatalError("Maximum memory allocation exceeded");
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}
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void Reset()
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{
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assert(this->allocated_size == 0);
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this->error_thrown = false;
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}
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void *Malloc(SQUnsignedInteger size)
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{
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void *p = malloc(size);
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this->CheckAllocation(size, p);
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this->allocated_size += size;
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#ifdef SCRIPT_DEBUG_ALLOCATIONS
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assert(p != nullptr);
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assert(this->allocations.find(p) == this->allocations.end());
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this->allocations[p] = size;
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#endif
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return p;
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this->CheckAllocationAllowed(size);
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return this->DoAlloc(size);
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}
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void *Realloc(void *p, SQUnsignedInteger oldsize, SQUnsignedInteger size)
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@ -121,30 +129,11 @@ struct ScriptAllocator {
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return nullptr;
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}
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#ifdef SCRIPT_DEBUG_ALLOCATIONS
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assert(this->allocations[p] == oldsize);
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this->allocations.erase(p);
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#endif
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/* Can't use realloc directly because memory limit check.
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* If memory exception is thrown, the old pointer is expected
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* to be valid for engine cleanup.
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*/
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void *new_p = malloc(size);
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this->CheckAllocationAllowed(size - oldsize);
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this->CheckAllocation(size - oldsize, new_p);
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/* Memory limit test passed, we can copy data and free old pointer. */
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void *new_p = this->DoAlloc(size);
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memcpy(new_p, p, std::min(oldsize, size));
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free(p);
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this->allocated_size -= oldsize;
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this->allocated_size += size;
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#ifdef SCRIPT_DEBUG_ALLOCATIONS
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assert(new_p != nullptr);
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assert(this->allocations.find(p) == this->allocations.end());
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this->allocations[new_p] = size;
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#endif
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this->Free(p, oldsize);
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return new_p;
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}
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@ -152,7 +141,7 @@ struct ScriptAllocator {
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void Free(void *p, SQUnsignedInteger size)
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{
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if (p == nullptr) return;
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free(p);
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this->allocator.deallocate(reinterpret_cast<uint8_t*>(p), size);
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this->allocated_size -= size;
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#ifdef SCRIPT_DEBUG_ALLOCATIONS
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@ -163,10 +152,8 @@ struct ScriptAllocator {
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ScriptAllocator()
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{
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this->allocated_size = 0;
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this->allocation_limit = static_cast<size_t>(_settings_game.script.script_max_memory_megabytes) << 20;
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if (this->allocation_limit == 0) this->allocation_limit = SAFE_LIMIT; // in case the setting is somehow zero
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this->error_thrown = false;
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}
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~ScriptAllocator()
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@ -177,27 +164,16 @@ struct ScriptAllocator {
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}
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};
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/**
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* In the memory allocator for Squirrel we want to directly use malloc/realloc, so when the OS
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* does not have enough memory the game does not go into unrecoverable error mode and kill the
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* whole game, but rather let the AI die though then we need to circumvent MallocT/ReallocT.
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* For the rest of this code, the safeguards should be in place though!
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*/
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#include "../safeguards.h"
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ScriptAllocator *_squirrel_allocator = nullptr;
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/* See 3rdparty/squirrel/squirrel/sqmem.cpp for the default allocator implementation, which this overrides */
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#ifndef SQUIRREL_DEFAULT_ALLOCATOR
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void *sq_vm_malloc(SQUnsignedInteger size) { return _squirrel_allocator->Malloc(size); }
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void *sq_vm_realloc(void *p, SQUnsignedInteger oldsize, SQUnsignedInteger size) { return _squirrel_allocator->Realloc(p, oldsize, size); }
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void sq_vm_free(void *p, SQUnsignedInteger size) { _squirrel_allocator->Free(p, size); }
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#endif
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size_t Squirrel::GetAllocatedMemory() const noexcept
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{
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assert(this->allocator != nullptr);
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return this->allocator->allocated_size;
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return this->allocator->GetAllocatedSize();
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}
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@ -761,10 +737,8 @@ void Squirrel::Uninitialize()
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sq_pop(this->vm, 1);
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sq_close(this->vm);
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assert(this->allocator->allocated_size == 0);
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/* Reset memory allocation errors. */
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this->allocator->error_thrown = false;
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this->allocator->Reset();
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}
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void Squirrel::Reset()
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