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https://gitea.wildfiregames.com/0ad/0ad
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- properly differentiate between buffer/offset alignment and length alignment (relevant since block size has been increased to 256k) - use VfsPath for most game paths instead of CStr - clean up timer interface and implementation - self-tests no longer crash - file_cache.cpp: fix for the case where allocation fails (prevent deleter from seeing a null pointer) - allocators: move all shared_ptr-related stuff to its own component; add DummySharedPtr - codec: disable checksums (important for performance at work) - File: made into an interface class to avoid export problems. not entirely sure about this.. - vfs_path.h, path.h, os_path.h: proper fix for using fs::change_extension and similar utility functions with derivatives of basic_path - lib_api: automatically link against import lib if building lib/ as a DLL - path_util: remove unused functions (this component is deprecated) - compiler.h: add INLINE - Xeromyces.cpp: pass PIVFS so that GetXMBPath works in self-test (should do this mostly everywhere rather than have one singleton g_VFS) This was SVN commit r5537.
123 lines
3.1 KiB
C++
123 lines
3.1 KiB
C++
#include "lib/self_test.h"
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#include "lib/allocators/headerless.h"
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void* const null = 0;
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class TestHeaderless: public CxxTest::TestSuite
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{
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public:
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void test_Basic()
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{
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HeaderlessAllocator a(8192);
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// (these are disabled because they raise an assert)
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#if 0
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// can't Allocate unaligned sizes
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TS_ASSERT_EQUALS(a.Allocate(1), null);
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// can't Allocate too small amounts
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TS_ASSERT_EQUALS(a.Allocate(16), null);
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#endif
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// can Allocate the entire pool
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char* p1 = (char*)a.Allocate(4096);
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char* p2 = (char*)a.Allocate(4096);
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TS_ASSERT_DIFFERS(p1, null);
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TS_ASSERT_DIFFERS(p2, null);
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// back-to-back (non-freelist) allocations should be contiguous
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TS_ASSERT_EQUALS(p1+4096, p2);
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// allocations are writable
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p1[0] = 11;
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p1[4095] = 12;
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}
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void test_Free()
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{
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// Deallocate allows immediate reuse of the freed pointer
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HeaderlessAllocator a(4096);
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void* p1 = a.Allocate(1024);
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a.Deallocate(p1, 1024);
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void* p2 = a.Allocate(1024);
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TS_ASSERT_EQUALS(p1, p2);
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}
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void test_Coalesce()
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{
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HeaderlessAllocator a(0x10000);
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// can Allocate non-power-of-two sizes
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void* p1 = a.Allocate(0x5670);
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void* p2 = a.Allocate(0x7890);
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void* p3 = a.Allocate(0x1230);
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TS_ASSERT_DIFFERS(p1, null);
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TS_ASSERT_DIFFERS(p2, null);
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TS_ASSERT_DIFFERS(p3, null);
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// after freeing, must be able to allocate the total amount
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// note: we don't insist on being able to fill the entire
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// memory range. in this case, the problem is that the pool has some
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// virtual address space left, but the allocator doesn't grab that
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// and add it to the freelist. that feature is currently not
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// implemented.
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a.Deallocate(p1, 0x5670);
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a.Deallocate(p2, 0x7890);
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a.Deallocate(p3, 0x1230);
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void* p4 = a.Allocate(0xE130);
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TS_ASSERT_DIFFERS(p4, null);
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}
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void test_Reset()
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{
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// after Reset, must return the same pointer as a freshly constructed instance
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HeaderlessAllocator a(4096);
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void* p1 = a.Allocate(128);
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a.Reset();
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void* p2 = a.Allocate(128);
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TS_ASSERT_EQUALS(p1, p2);
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}
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// will the allocator survive a series of random but valid Allocate/Deallocate?
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void test_Randomized()
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{
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const size_t poolSize = 1024*1024;
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HeaderlessAllocator a(poolSize);
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typedef std::map<void*, size_t> AllocMap;
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AllocMap allocs;
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srand(1);
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for(int i = 0; i < 1000; i++)
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{
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// allocate
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if(rand() >= RAND_MAX/2)
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{
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const size_t maxSize = (size_t)((rand() / (float)RAND_MAX) * poolSize);
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const size_t size = maxSize & ~0xFu;
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void* p = a.Allocate(size);
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if(!p)
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continue;
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TS_ASSERT(allocs.find(p) == allocs.end());
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allocs[p] = size;
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}
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// free
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else
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{
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if(allocs.empty())
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continue;
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// find random allocation to deallocate
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AllocMap::iterator it = allocs.begin();
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const int numToSkip = rand() % (int)allocs.size();
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for(int skip = 0; skip < numToSkip; skip++)
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++it;
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void* p = (*it).first;
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size_t size = (*it).second;
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allocs.erase(it);
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a.Deallocate(p, size);
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}
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}
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}
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};
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