Custom Memory Allocator – Arma 2
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The allocator is a dll placed in a directory named "dll" located next to the game executable. Allocator search order is: | The allocator is a dll placed in a directory named "dll" located next to the game executable. Allocator search order is: | ||
* tbb3malloc_bi - based on [http://threadingbuildingblocks.org/ver.php?fid{{=}}171 Intel TBB 3], distributed under {{Link|http://www.gnu.org/licenses/gpl-2.0.html|GPL v2}} + {{Link|http://gcc.gnu.org/onlinedocs/libstdc++/manual/bk01pt01ch01s02.html|RE}} ({{Link|link= http://downloads.bistudio.com/arma2.com/update/Allocs/TBB3_source.7z|text= source code}}), based on | * tbb3malloc_bi - based on [http://threadingbuildingblocks.org/ver.php?fid{{=}}171 Intel TBB 3], distributed under {{Link|http://www.gnu.org/licenses/gpl-2.0.html|GPL v2}} + {{Link|http://gcc.gnu.org/onlinedocs/libstdc++/manual/bk01pt01ch01s02.html|RE}} ({{Link|link= http://downloads.bistudio.com/arma2.com/update/Allocs/TBB3_source.7z|text= source code}}), based on {{Link|http://threadingbuildingblocks.org/ver.php?fid{{=}}171|tbb30_20110427oss}} | ||
* tbb4malloc_bi - based on [http://threadingbuildingblocks.org/ver.php?fid{{=}}176 Intel TBB 4], distributed under {{Link|http://www.gnu.org/licenses/gpl-2.0.html|GPL v2}} + {{Link|http://gcc.gnu.org/onlinedocs/libstdc++/manual/bk01pt01ch01s02.html|RE}} ({{Link|link= http://downloads.bistudio.com/arma3.com/allocs/TBB4_source_43u2.7z|text= source code}}) based on {{Link|https://www.threadingbuildingblocks.org/download#stable-releases|tbb43_20141204oss}} | * tbb4malloc_bi - based on [http://threadingbuildingblocks.org/ver.php?fid{{=}}176 Intel TBB 4], distributed under {{Link|http://www.gnu.org/licenses/gpl-2.0.html|GPL v2}} + {{Link|http://gcc.gnu.org/onlinedocs/libstdc++/manual/bk01pt01ch01s02.html|RE}} ({{Link|link= http://downloads.bistudio.com/arma3.com/allocs/TBB4_source_43u2.7z|text= source code}}) based on {{Link|https://www.threadingbuildingblocks.org/download#stable-releases|tbb43_20141204oss}} | ||
* jemalloc_bi - based on {{Link|http://www.canonware.com/download/jemalloc/|JEMalloc}}, distributed under {{Link|http://www.canonware.com/jemalloc/license.html|BSD-derived license}} ({{Link|link= http://downloads.bistudio.com/arma2.com/update/Allocs/JEMalloc_source.7z|text= source code}}) | * jemalloc_bi - based on {{Link|http://www.canonware.com/download/jemalloc/|JEMalloc}}, distributed under {{Link|http://www.canonware.com/jemalloc/license.html|BSD-derived license}} ({{Link|link= http://downloads.bistudio.com/arma2.com/update/Allocs/JEMalloc_source.7z|text= source code}}) |
Latest revision as of 17:42, 28 April 2023
Since Arma 2: Operation Arrowhead build 85869 (1.60 beta) it is possible to provide custom memory allocators for the game.
The memory allocator is a very important component, which significantly affects both performance an stability of the game.
The purpose of this customization is to allow the allocator to be developed independently on the application,
allowing both Bohemia Interactive and community to fix bugs and improve performance without having to modify the core game files.
Default
Default allocator used by engine until build 1.60.87645 is based on Intel TBB 3 (see details about tbb3malloc_bi below)
Default allocator used by engine after build 1.60.87645 is based on Intel TBB 4 (see details about tbb4malloc_bi below)
Specifying a custom allocator
The allocator is a dll placed in a directory named "dll" located next to the game executable. Allocator search order is:
- tbb3malloc_bi - based on Intel TBB 3, distributed under GPL v2 + RE (source code), based on tbb30_20110427oss
- tbb4malloc_bi - based on Intel TBB 4, distributed under GPL v2 + RE (source code) based on tbb43_20141204oss
- jemalloc_bi - based on JEMalloc, distributed under BSD-derived license (source code)
- tcmalloc_bi - based on TCMalloc, distributed under New BSD license (source code) based on revision 100
- nedmalloc_bi - based on NedMalloc, distributed under Boost Software License (source code)
- customMalloc_bi - not provided, feel free to plug-in your own
If no allocator dll is found, functions _aligned_malloc/ _aligned_free (using Windows Heap functions) are used as a fallback.
You can select an allocator by via commandline below or deleting other allocators from the \dll\ folder.
Commandline parameter
You can specify a particular allocator from a command line, like:
- -malloc=tbb3malloc_bi
- -malloc=tbb4malloc_bi
- -malloc=jemalloc_bi
- -malloc=tcmalloc_bi
- -malloc=nedmalloc_bi
or
- -malloc=mybestmalloc_bi
- -malloc=system can be used to force using Windows allocator even when allocator dlls are present
Dedicated server
You can specify allocator for Windows dedicated server the same way as for client binary, but expected performance gain is minimal, because of low concurrency of the dedicated server code compared to a client.
Linux server uses allocator provided by operating system. There are NO plans to allow its customization.
DLL Interface
The dll interface is as follows:
extern "C" {
__declspec(dllexport) size_t __stdcall MemTotalCommitted(); // _MemTotalCommitted@0
__declspec(dllexport) size_t __stdcall MemTotalReserved(); // _MemTotalReserved@0
__declspec(dllexport) size_t __stdcall MemFlushCache(size_t size); // _MemFlushCache@4
__declspec(dllexport) void __stdcall MemFlushCacheAll(); // _MemFlushCacheAll@0
__declspec(dllexport) size_t __stdcall MemSize(void *mem); // _MemSize@4
__declspec(dllexport) void *__stdcall MemAlloc(size_t size); // _MemAlloc@4
__declspec(dllexport) void __stdcall MemFree(void *mem); // _MemFree@4
};
Note: besides of the interface above, if the allocator is performing any per-thread caching, it will typically want to perform a cleanup of per-thread data on DLL_THREAD_DETACH event sent to DllMain function.
MemTotalCommitted()
Total memory committed by the allocator (should correspond to VirtualAlloc with MEM_COMMIT)
MemTotalReserved()
Total memory reserved by the allocator (should correspond to VirtualAlloc with MEM_RESERVE)
MemFlushCache(size_t size)
Try to flush at least "size" bytes of memory from caches and working areas, return how much memory was flushed. Called by game when memory needs to be trimmed to reduce virtual memory use.
MemFlushCacheAll()
Flush all memory held in caches and working areas. Called by game when memory needs to be trimmed to reduce virtual memory use.
MemSize(void *mem)
Return allocated size of given memory block.
MemAlloc(size_t size)
Allocate at least size bytes of memory, return the allocated memory. If the size is 16 B or more, the memory must be 16 B -aligned, so that it is usable to hold SSE data.
MemFree(void *mem)
Free given memory block.