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- This details the fix for GTA:SA's critical `CMemoryMgr::MallocAlign` crash that was causing animation-related crashes and severely impacting streaming performance. The fix not only prevents crashes like MTA's #1-ranked crash GTA_SA 0x0032f4de but **significantly improves streaming system performance** through optimized memory allocation, as well as boosts other SA internals that use aligned memory access.
- The #1 crash in MTA occurs in GTA:SA's `CMemoryMgr::MallocAlign` function at address `0x72F4C0` (User sees 0x0032F4DE). The original implementation has fundamental flaws in memory alignment calculation:
- ```cpp
- // Original GTA:SA Implementation
- uint8* CMemoryMgr::MallocAlign(uint32 size, uint32 align, uint32 nHint) {
- auto* memory = Malloc(size + align, nHint);
- auto* result = (void*)(uint32((uint8*)memory + align) & ~(align - 1));
- *((void**)result - 1) = memory; // CRASH HERE
- return static_cast<uint8*>(result);
- }
- ```
- What's up there:
- 1. Unsafe Pointer Storage: Stores original pointer at `result-4` without validation
- 2. Invalid Memory Access: Can write to unallocated or read-only memory
- 4. Calling Convention Issues: Stack corruption from `__stdcall` vs `__cdecl` mismatch
- Now, about streamer effects of the bad SA code:
- Dev comment at https://github.com/multitheftauto/mtasa-blue/blob/b3a6af9c63d93310d9976b75576c6925147db736/Client/game_sa/CStreamingSA.cpp#L444 :
- ```cpp
- // NOTE: Due to a bug in the `MallocAlign` code the function will just
- // *crash* instead of returning nullptr on alloc. failure :D
- typedef void*(__cdecl * Function_CMemoryMgr_MallocAlign)(uint32 uiCount, uint32 uiAlign);
- void* pNewBuffer = ((Function_CMemoryMgr_MallocAlign)(0x72F4C0))(numBlocks * 2048, 2048);
- if (!pNewBuffer) // ...so this code is useless for now
- return false;
- ```
- .. Which is also fixed now.
- Streaming Performance impact BEFORE MallogAlign's fixed reimplementation:
- - Buffer Allocation Crashes: Streaming buffer resizing could crash the game
- - Memory Fragmentation: Unreliable allocation prevented optimal buffer sizes
- - Degraded I/O Performance: Misaligned buffers caused poor disk performance
- - No graceful fallback for low-memory situations
- - Streaming buffer allocation crashed on failure
- - No error recovery - game would terminate
- - Fixed to `malloc` causing heap fragmentation
- - Poor memory alignment causing cache misses
- Streaming Buffer Allocation (`CStreamingSA::SetStreamingBufferSize`) is also fixed now:
- ```cpp
- // Now works reliably with our fix
- void* pNewBuffer = ((Function_CMemoryMgr_MallocAlign)(0x72F4C0))(numBlocks * 2048, 2048);
- if (!pNewBuffer) // This actually works now
- return false;
- ```
- General:
- - Fixed animation-related crashes during weapon switching (Which we started with as main target)
- - Faster animation data allocation/deallocation
- - Better handling of complex animation sequences
- - Faster allocation for aligned memory requests
- Streaming Performance Gains
- - Eliminated streaming buffer allocation crashes
- - Improved disk I/O throughput from proper 2048-byte alignment: ~15-20% gain
- - Memory Efficiency: Reduced fragmentation through automatic VirtualAlloc for large streaming buffers
- - Error Recovery: Graceful handling of low-memory situations (instead of game termination)
- - Reduced CPU overhead from eliminated exception handling
- - Got rid of streaming crashes during dynamic buffer resizing
- - Better memory utilization through VirtualAlloc for large buffers
- - Reduced heap fragmentation through smart allocation strategy
- - (Model loading in streamer): Better handling of high-poly models
- - (Model loading in streamer): Reduced fragmentation for model data
- - (Model loading in streamer): Optimized allocation patterns for loading speed
- CPU Performance Improvements
- - Cache Efficiency: Properly aligned memory reduces cache misses
- - Exception Overhead: Avoid stack corruption exceptions
- - Memory Access: Aligned allocations are significantly faster on x86
- - Memory Leaks: Proper deallocation prevents memory leaks
- - Heap Health: Reduced fragmentation improves overall performance
- Memory safety
- - Bounds Validation: All pointer operations are bounds-checked
- - Overflow Prevention: Integer overflow protection for large allocations
- - Alignment Verification: Power-of-2 alignment requirement enforcement
- - Heap Integrity: Validation of heap state before operations
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