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55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
#include <Geode/loader/Loader.hpp>
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#include <Geode/loader/Mod.hpp>
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namespace geode {
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/**
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* To bypass the need for cyclic dependencies,
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* this function does the exact same as Mod::get()
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* However, it can be externed, unlike Mod::get()
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* @returns Same thing Mod::get() returns
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*/
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Mod* getMod() {
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return Mod::get();
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}
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}
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namespace {
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// to make sure the instance is set into the sharedMod<> in load time
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static auto mod = geode::getMod();
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}
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#if defined(_DEBUG) && defined(GEODE_IS_WINDOWS)
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// This bypasses any of the heap validation measures that are injected when compiling in Debug.
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// Without these, the game will very likely crash when the mod tries to free memory allocated by the game (or another non-debug mod).
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static inline void* relallocthrow(size_t size) {
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// void* p;
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// while ((p = HeapAlloc(GetProcessHeap(), 0, size)) == 0) {
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// if (_callnewh(size) == 0) {
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// static const std::bad_alloc exc;
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// throw exc;
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// }
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// }
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return geode::stl::operatorNew(size);
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}
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static inline void relfree(void* block) {
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// HeapFree(GetProcessHeap(), 0, block);
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geode::stl::operatorDelete(block);
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}
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void* operator new(size_t size) {
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return relallocthrow(size);
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}
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void* operator new[](size_t size) {
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return relallocthrow(size);
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}
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void operator delete(void* block) noexcept {
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relfree(block);
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}
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#endif
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