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Move the symbol map to the heap, deallocate it when no game is running.
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8b2da19a55
commit
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21 files changed
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-79
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@@ -227,7 +227,7 @@ public:
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} else {
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userMemory.Free(memoryBlockAddr);
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}
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symbolMap.UnloadModule(memoryBlockAddr, memoryBlockSize);
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g_symbolMap->UnloadModule(memoryBlockAddr, memoryBlockSize);
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}
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}
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const char *GetName() override { return nm.name; }
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@@ -286,7 +286,7 @@ public:
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char moduleName[29] = {0};
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strncpy(moduleName, nm.name, ARRAY_SIZE(nm.name));
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if (memoryBlockAddr != 0) {
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symbolMap.AddModule(moduleName, memoryBlockAddr, memoryBlockSize);
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g_symbolMap->AddModule(moduleName, memoryBlockAddr, memoryBlockSize);
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}
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}
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}
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@@ -305,7 +305,7 @@ public:
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// Add the symbol to the symbol map for debugging.
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char temp[256];
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sprintf(temp,"zz_%s", GetFuncName(func.moduleName, func.nid));
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symbolMap.AddFunction(temp,func.stubAddr,8);
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g_symbolMap->AddFunction(temp,func.stubAddr,8);
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// Keep track and actually hook it up if possible.
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importedFuncs.push_back(func);
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@@ -999,7 +999,7 @@ static Module *__KernelLoadELFFromPtr(const u8 *ptr, u32 loadAddress, bool fromT
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}
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if (!module->isFake && module->memoryBlockAddr != 0) {
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symbolMap.AddModule(moduleName, module->memoryBlockAddr, module->memoryBlockSize);
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g_symbolMap->AddModule(moduleName, module->memoryBlockAddr, module->memoryBlockSize);
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}
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SectionID textSection = reader.GetSectionByName(".text");
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