Well, quick update. What I did in the end to 'solve' this conundrum is to manually detect if the code that called the overridden global allocators comes from the main executable module and conditionally redirect all the external new
/ delete
calls to their corresponding malloc
/ free
while still using the custom arena allocator for our own internal code.
How? After doing some R&D I found that this could be done by using the _ReturnAddress()
built-in on MSVC and __builtin_extract_return_addr(__builtin_return_address(0))
on GCC/Clang; and I can say that it seems to work fine so far in production software.
Now, when some C++ code from our address space wants some memory we can see where it comes from.
But, how do we find out if that address is part of some other module in our process space or our own? We might need to find out both the base and end addresses of the main program, cache them at startup as globals, and check that the return address is within bounds.
All for extremely little overhead. But, our second problem is that retrieving the base address is different in every platform. After some research I found that things were more straightforward than expected:
In Windows/Win32 we can simply do this:
#include <windows.h>
#include <psapi.h>
inline void __initialize_base_address()
{
MODULEINFO minfo;
GetModuleInformation(GetCurrentProcess(), GetModuleHandle(NULL), &minfo, sizeof(minfo));
base_addr = (uintptr_t) minfo.lpBaseOfDll;
base_end = (uintptr_t) minfo.lpBaseOfDll + minfo.SizeOfImage;
}
In Linux there are a thousand ways of doing this, including linker globals and some debuggey (verbose and unreliable) ways of walking the process module table. I was looking at the linker map output and noticed that the _init
and _fini
functions always seem to wrap the rest of the .text
section symbols. Sometimes it's hard to get to the simplest solution that works everywhere:
#include <link.h>
inline void __initialize_base_address()
{
void *handle = dlopen(0, RTLD_NOW);
base_addr = (uintptr_t) dlsym(handle, "_init");
base_end = (uintptr_t) dlsym(handle, "_fini");
dlclose(handle);
}
While in macOS things are even less documented and I had to cobble together my own thing using the Darwin kernel open-source code and tracking down some obscure low-level tools as reference. Keep in mind that _NSGetMachExecuteHeader()
is just a wrapper for the internal _mh_execute_header
linker global. If you need to do anything about parsing the Mach-O format and its structures then getsect.h
is the way to go:
#include <mach-o/getsect.h>
#include <mach-o/ldsyms.h>
#include <crt_externs.h>
inline void __initialize_base_address()
{
size_t size;
void *ptr = getsectiondata(&_mh_execute_header, SEG_TEXT, SECT_TEXT, &size);
base_addr = (uintptr_t) _NSGetMachExecuteHeader();
base_end = (uintptr_t) ptr + size;
}
Another thing to keep in mind is that this some-other-cpp-module-is-using-our-internal-allocator-that-globally-overrides-new-causing-weird-bugs issue seems to be a problem in Linux and maybe macOS, I didn't have this issue in Windows, probably because no conflicting DLLs were loaded in the process, being mostly C API-based. I think, or maybe the platform uses different C++ runtimes for each module.
The main issue I had was caused by Mesa3D, which uses LLVM (pure C++ in and out) for many of their GLSL shader compilers and liked to gobble up big chunks of my small custom-tailored memory arena uninvited.
Rewriting a legacy program that is structurally dependent on these allocators was out of the question due to its sheer size and complexity, so this turned out to be the best way of making things work as expected.
It's only a few lines of optional, sneaky, extra per-platform code.