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DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
89 lines
1.9 KiB
C++
89 lines
1.9 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Electronic Arts Inc. All rights reserved.
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///////////////////////////////////////////////////////////////////////////////
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#include <EABase/eabase.h>
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#include <eathread/eathread.h>
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#include <eathread/eathread_atomic.h>
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#include <eathread/eathread_callstack.h>
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#include <eathread/eathread_callstack_context.h>
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#include <eathread/eathread_storage.h>
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#include <string.h>
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#include <pthread.h>
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#include <unistd.h>
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#include <unwind.h>
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namespace EA
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{
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namespace Thread
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{
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EA::Thread::ThreadLocalStorage sStackBase;
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///////////////////////////////////////////////////////////////////////////////
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// SetStackBase
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//
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EATHREADLIB_API void SetStackBase(void* pStackBase)
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{
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if(pStackBase)
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sStackBase.SetValue(pStackBase);
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else
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{
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pStackBase = __builtin_frame_address(0);
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if(pStackBase)
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SetStackBase(pStackBase);
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// Else failure; do nothing.
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetStackBase
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//
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EATHREADLIB_API void* GetStackBase()
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{
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void* pBase;
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if(GetPthreadStackInfo(&pBase, NULL))
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return pBase;
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// Else we require the user to have set this previously, usually via a call
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// to SetStackBase() in the start function of this currently executing
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// thread (or main for the main thread).
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pBase = sStackBase.GetValue();
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if(pBase == NULL)
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pBase = (void*)(((uintptr_t)&pBase + 4095) & ~4095); // Make a guess, round up to next 4096.
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return pBase;
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetStackLimit
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//
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EATHREADLIB_API void* GetStackLimit()
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{
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void* pLimit;
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if(GetPthreadStackInfo(NULL, &pLimit))
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return pLimit;
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pLimit = __builtin_frame_address(0);
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return (void*)((uintptr_t)pLimit & ~4095); // Round down to nearest page, as the stack grows downward.
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}
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} // namespace Thread
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} // namespace EA
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