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murdle
2026-03-01 02:38:58 +02:00
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// =================================================================================================================================
// This sample demonstrates how to use the auto-hooking functionality of HeapInspector. On PlayStation 3, this uses link-time
// malloc/realloc/free overloading. On PC it uses the mhook API, which will hook into the very low-level HeapAlloc, HeapRealloc
// and HeapFree functions. This will cause any allocations in your application to be caught.
//
// NOTE: the platform specific hooking calls can be found in the Main<platform>.cpp.
// =================================================================================================================================
#include <stdlib.h>
void Wait(int a_MilliSeconds);
void RunHeapInspectorServer()
{
while (1)
{
void* mem1;
void* memB;
mem1 = malloc(16);
memB = malloc(1024);
Wait(100);
free(mem1);
free(memB);
Wait(100);
}
}

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Name="VCALinkTool"
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Name="VCXDCMakeTool"
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OutputDirectory="Release_VS2008"
IntermediateDirectory="Release_VS2008"
ConfigurationType="1"
DeleteExtensionsOnClean="*.obj;*.d;*.map;*.lst;*.pch;$(TargetPath);$(TargetDir)$(TargetName).self"
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<Tool
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Name="VCCustomBuildTool"
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<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
AdditionalOptions="-Wall -fno-exceptions -fno-rtti -O2"
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PreprocessorDefinitions="SN_TARGET_PS3;NDEBUG;__GCC__;HEAPINSPECTOR_PS3=1"
ProgramDataBaseFileName=""
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalOptions="-fno-exceptions -fno-rtti -Wl,--wrap=malloc,--wrap=free,--wrap=calloc,--wrap=memalign,--wrap=realloc,--wrap=reallocalign,--wrap=_malloc_init"
AdditionalDependencies="&quot;$(SN_PS3_PATH)\ppu\lib\sn\libsn.a&quot; &quot;$(SCE_PS3_ROOT)\target\ppu\lib\libm.a&quot; &quot;$(SCE_PS3_ROOT)\target\ppu\lib\libio_stub.a&quot; &quot;..\..\..\Server\PS3\Release\libHeapInspectorServer.a&quot; &quot;$(SCE_PS3_ROOT)\target\ppu\lib\libpthread.a&quot; &quot;$(SCE_PS3_ROOT)\target\ppu\lib\libnet_stub.a&quot; &quot;$(SCE_PS3_ROOT)\target\ppu\lib\libsysmodule_stub.a&quot;"
OutputFile="$(OutDir)/$(ProjectName).ppu.elf"
AdditionalLibraryDirectories=""
ProgramDatabaseFile=""
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<Tool
Name="VCALinkTool"
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<Tool
Name="VCManifestTool"
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<Tool
Name="VCXDCMakeTool"
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<Tool
Name="VCBscMakeTool"
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<Tool
Name="VCFxCopTool"
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<Tool
Name="VCAppVerifierTool"
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<Tool
Name="VCPostBuildEventTool"
Description="Fake Signing ELF &quot;$(TargetDir)$(TargetName).self&quot;"
CommandLine="$(SCE_PS3_ROOT)\host-win32\bin\make_fself &quot;$(TargetPath)&quot; &quot;$(TargetDir)$(TargetName).self&quot;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="PS3"
>
<File
RelativePath=".\Main.cpp"
>
</File>
<File
RelativePath=".\Wait.cpp"
>
</File>
</Filter>
<File
RelativePath="..\HookSample.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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<ClCompile Include="Wait.cpp" />
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<PropertyGroup Label="Globals">
<ProjectGuid>{F749F5D0-B972-4E99-8B4B-2B865D4A8BC9}</ProjectGuid>
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#include "../../../Server/HeapInspectorServer.h"
#include "../../../Server/PS3/HeapHooks.hpp"
void RunHeapInspectorServer();
extern "C" void* __real__malloc_init();
extern "C" void* __wrap__malloc_init()
{
void* result = __real__malloc_init();
Initialise(HeapInspectorServer::GetDefaultHeapInfo(), 3000, HeapInspectorServer::WaitForConnection_Enabled);
return result;
}
int main(int /*a_ArgC*/, const char* /*a_ArgV[]*/)
{
RunHeapInspectorServer();
HeapInspectorServer::Shutdown();
}

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#include <sys/timer.h>
void Wait(int a_Milliseconds)
{
sys_timer_usleep(a_Milliseconds * 1000);
}