Game Development Community

Memory Manager/Logging questions

by Feral · in Torque Game Engine · 11/12/2002 (2:25 am) · 2 replies

Hello all,

I am wondering how the memory logging (to a text file) of the memory manager (with DEBUG_GUARD defined) is supposed to be properly activated.

From my initial looking at this bit I concluded that the code to turn on logging was lost somewhere.

My attempt to get memory (alloc/free/leak/etc.) logging working (described below) resulted in an unfortunate crash on exit (destructor of an audio profile I think it was causing an assertfatal to be thrown; (trying to free a non allocated block).


This is pertaining to HEAD cvs as of Nov 6 2002.
In platformmemory.cc around line 706 I added two functions to the Memory namespace; One to Initialize the logging and one to shut it off:
static void initLog();
static void shutdown();
void feral_Init_MemoryLoging(void)
{
gEnableLogging = true;
gNeverLogLeaks = false;
gAlwaysLogLeaks = true;
dStrcpy(gLogFilename, "memory.log");
initLog();
}
void feral_Exit_MemoryLoging(void)
{
shutdown();
}

In main.cc near the top (before the call to initLibraries()) of DemoGame::main() I call feral_Init_MemoryLoging(); and just after the shutdownLibraries(); call I call feral_Exit_MemoryLoging();

This gives me copious amounts of logging and memory leaks(some 600+ due (I believe) to the assertfatal mentioned above).


Comments and such like welcome :)
-Feral

#1
12/27/2002 (11:25 pm)
*time passes*

Just wondering if anyone could provide any input on this..

Just how does one go about getting the built in logging to work?

Thanks,
-Feral
#2
03/31/2003 (11:48 pm)
The silence is deafening. :P

Has anyone tried to get the built in logging working?