A little background first: stumbling upon this blog post, I learned it was possible to create DOS .COM
files with the GNU linker and it's not even rocket science. Using clang
and the -m16
switch (creating real-mode compatible 32bit code by prefixing 32bit instructions accordingly), this worked out quite well. So I had the idea to try implementing just enough runtime to get a little curses game I wrote recently to compile to a .COM
and run in real-mode DOS. The game is small enough so that squeezing everything (text, data, bss, heap, stack) in 64KB seemed doable. Of course, it uses malloc()
. So I had to come up with my own implementation. This is what it looks like:
typedef unsigned short size_t; /* from stddef.h */
typedef struct hhdr hhdr;
struct hhdr
{
void *next;
int free;
};
extern char _heap;
static char *hbreak = &_heap;
static hhdr hhead = { &_heap, 0 };
static void *newchunk(size_t size)
{
char *stack;
__asm__("mov %%esp, %0": "=rm" (stack));
if (hbreak + size > stack - 0x40) return 0;
if (size < 1024) size = 1024;
hhdr *chunk = (hhdr *)hbreak;
hbreak += size;
if (hbreak > stack - 0x40) hbreak = stack - 0x40;
chunk->next = hbreak;
chunk->free = 1;
return chunk;
}
void *malloc(size_t size)
{
if (!size) return 0;
if (size % sizeof(hhdr)) size += sizeof(hhdr) - (size % sizeof(hhdr));
hhdr *hdr = &hhead;
while ((char *)hdr->next < hbreak)
{
hdr = hdr->next;
if (hdr->free &&
(char *)hdr->next - (char *)hdr - sizeof(hhdr) >= size)
{
if ((char *)hdr->next - (char *)hdr - 2*sizeof(hhdr) > size)
{
hhdr *hdr2 = (hhdr *)((char *)hdr + sizeof(hhdr) + size);
hdr2->free = 1;
hdr2->next = hdr->next;
hdr->next = hdr2;
}
hdr->free = 0;
return (char *)hdr + sizeof(hhdr);
}
}
if (!(hdr->next = newchunk(size + sizeof(hhdr)))) return 0;
return malloc(size);
}
void free(void *ptr)
{
if (!ptr) return;
hhdr *hdr = (hhdr *)((char *)ptr - sizeof(hhdr));
hdr->free = 1;
if ((void *)hdr != hhead.next)
{
hhdr *hdr2 = hhead.next;
while (hdr2->next != hdr) hdr2 = hdr2->next;
if (hdr2->free) hdr = hdr2;
}
hhdr *next = hdr->next;
while ((char *)next < hbreak)
{
if (!next->free) break;
hdr->next = next;
next = next->next;
}
if ((char *)next == hbreak) hbreak = (char *)hdr;
}
The _heap
symbol is defined by the linker. Not showing realloc()
here as it isn't used right now anyways (and therefore completely untested).
The problem now is: I created my runtime here (malloc is in src/libdos/stdlib.c), wrote a lot of testing stuff and in the end, everything seemed to work quite well. My game on the other hand is thoroughly tested and checked for invalid memory accesses using valgrind
. Still, putting both parts together, it just crashes. (Try building the game from git with make -f libdos.mk
, you will need to have llvm/clang installed).
As I experienced a strange heisenbug first (I worked around it for now), I guess it COULD be the optimizers fault getting things wrong when compiling for real mode, which is indeed uncommon. But I can't be sure, and the next sensitive candidate would be probably my memory management, see above.
Now the tricky question: How would I debug such a thing? With just my own test code, it works very well. I can't compile my game without optimizations because it will exceed 64KB when doing so. Any suggestions? Or can anyone spot something obviously wrong with the above code?