From b47bce651e64ddeab722f599c0a682281b626c45 Mon Sep 17 00:00:00 2001 From: glx Date: Sat, 8 Dec 2007 15:47:23 +0000 Subject: [PATCH] (svn r11600) -Cleanup: remove extra out-of-memory checks, since it's now done in *allocT functions. --- src/group_gui.cpp | 6 ------ src/industry_gui.cpp | 1 - src/map.cpp | 7 +++---- src/network/network_gui.cpp | 1 - src/newgrf.cpp | 1 - src/oldpool.cpp | 3 --- src/signs_gui.cpp | 1 - src/spritecache.cpp | 7 +------ src/station_gui.cpp | 2 -- src/town_gui.cpp | 1 - 10 files changed, 4 insertions(+), 26 deletions(-) diff --git a/src/group_gui.cpp b/src/group_gui.cpp index e4e0361b1e..ce4742a922 100644 --- a/src/group_gui.cpp +++ b/src/group_gui.cpp @@ -43,9 +43,6 @@ static void BuildGroupList(grouplist_d* gl, PlayerID owner, VehicleType vehicle_ if (!(gl->l.flags & VL_REBUILD)) return; list = MallocT(GetGroupArraySize()); - if (GetGroupArraySize() != 0 && list == NULL) { - error("Could not allocate memory for the group-sorting-list"); - } FOR_ALL_GROUPS(g) { if (g->owner == owner && g->vehicle_type == vehicle_type) list[n++] = g; @@ -53,9 +50,6 @@ static void BuildGroupList(grouplist_d* gl, PlayerID owner, VehicleType vehicle_ free((void*)gl->sort_list); gl->sort_list = MallocT(n); - if (n != 0 && gl->sort_list == NULL) { - error("Could not allocate memory for the group-sorting-list"); - } gl->l.list_length = n; for (uint i = 0; i < n; ++i) gl->sort_list[i] = list[i]; diff --git a/src/industry_gui.cpp b/src/industry_gui.cpp index 0b1383d5cf..ef7df6bffc 100644 --- a/src/industry_gui.cpp +++ b/src/industry_gui.cpp @@ -752,7 +752,6 @@ static void MakeSortedIndustryList() /* Create array for sorting */ _industry_sort = ReallocT(_industry_sort, GetMaxIndustryIndex() + 1); - if (_industry_sort == NULL) error("Could not allocate memory for the industry-sorting-list"); /* Don't attempt a sort if there are no industries */ if (GetNumIndustries() != 0) { diff --git a/src/map.cpp b/src/map.cpp index 4136740c09..a547606523 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -52,14 +52,13 @@ void AllocateMap(uint size_x, uint size_y) free(_m); free(_me); - _m = CallocT(_map_size); - _me = CallocT(_map_size); - /* XXX @todo handle memory shortage more gracefully + * CallocT does the out-of-memory check * Maybe some attemps could be made to try with smaller maps down to 64x64 * Maybe check for available memory before doing the calls, after all, we know how big * the map is */ - if ((_m == NULL) || (_me == NULL)) error("Failed to allocate memory for the map"); + _m = CallocT(_map_size); + _me = CallocT(_map_size); } diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp index eb9c04e4b0..1391030b2a 100644 --- a/src/network/network_gui.cpp +++ b/src/network/network_gui.cpp @@ -167,7 +167,6 @@ static void BuildNetworkGameList(network_ql_d *nqld) /* Create temporary array of games to use for listing */ free(nqld->sort_list); nqld->sort_list = MallocT(n); - if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list"); nqld->l.list_length = n; for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) { diff --git a/src/newgrf.cpp b/src/newgrf.cpp index 34b13b12b7..a24d9aba01 100644 --- a/src/newgrf.cpp +++ b/src/newgrf.cpp @@ -5421,7 +5421,6 @@ static void DecodeSpecialSprite(uint num, GrfLoadingStage stage) /* No preloaded sprite to work with; allocate and read the * pseudo sprite content. */ buf = MallocT(num); - if (buf == NULL) error("DecodeSpecialSprite: Could not allocate memory"); FioReadBlock(buf, num); } else { /* Use the preloaded sprite data. */ diff --git a/src/oldpool.cpp b/src/oldpool.cpp index df4731777d..3d8326828a 100644 --- a/src/oldpool.cpp +++ b/src/oldpool.cpp @@ -55,12 +55,9 @@ bool OldMemoryPoolBase::AddBlockToPool() /* Increase the poolsize */ this->blocks = ReallocT(this->blocks, this->current_blocks + 1); - if (this->blocks == NULL) error("Pool: (%s) could not allocate memory for blocks", this->name); /* Allocate memory to the new block item */ this->blocks[this->current_blocks] = MallocT(this->item_size * (1 << this->block_size_bits)); - if (this->blocks[this->current_blocks] == NULL) - error("Pool: (%s) could not allocate memory for blocks", this->name); /* Clean the content of the new block */ memset(this->blocks[this->current_blocks], 0, this->item_size * (1 << this->block_size_bits)); diff --git a/src/signs_gui.cpp b/src/signs_gui.cpp index b0d7877fee..0397ce49f3 100644 --- a/src/signs_gui.cpp +++ b/src/signs_gui.cpp @@ -47,7 +47,6 @@ static void GlobalSortSignList() /* Create array for sorting */ _sign_sort = ReallocT(_sign_sort, GetMaxSignIndex() + 1); - if (_sign_sort == NULL) error("Could not allocate memory for the sign-sorting-list"); FOR_ALL_SIGNS(si) _sign_sort[n++] = si; _num_sign_sort = n; diff --git a/src/spritecache.cpp b/src/spritecache.cpp index 90abb05267..fef1d536d3 100644 --- a/src/spritecache.cpp +++ b/src/spritecache.cpp @@ -53,10 +53,6 @@ static SpriteCache *AllocateSpriteCache(uint index) _spritecache = ReallocT(_spritecache, items); - if (_spritecache == NULL) { - error("Unable to allocate sprite cache of %d items (%d bytes)", items, items * sizeof(*_spritecache)); - } - /* Reset the new items and update the count */ memset(_spritecache + _spritecache_items, 0, (items - _spritecache_items) * sizeof(*_spritecache)); _spritecache_items = items; @@ -411,8 +407,7 @@ static void DeleteEntryFromSpriteCache() /* Display an error message and die, in case we found no sprite at all. * This shouldn't really happen, unless all sprites are locked. */ - if (best == (uint)-1) - error("Out of sprite memory"); + if (best == (uint)-1) error("Out of sprite memory"); /* Mark the block as free (the block must be in use) */ s = (MemBlock*)GetSpriteCache(best)->ptr - 1; diff --git a/src/station_gui.cpp b/src/station_gui.cpp index 3d512ef3e0..17a2e27a67 100644 --- a/src/station_gui.cpp +++ b/src/station_gui.cpp @@ -228,7 +228,6 @@ static void BuildStationsList(plstations_d* sl, PlayerID owner, byte facilities, /* Create array for sorting */ const Station** station_sort = MallocT(GetMaxStationIndex() + 1); - if (station_sort == NULL) error("Could not allocate memory for the station-sorting-list"); DEBUG(misc, 3, "Building station list for player %d", owner); @@ -255,7 +254,6 @@ static void BuildStationsList(plstations_d* sl, PlayerID owner, byte facilities, free((void*)sl->sort_list); sl->sort_list = MallocT(n); - if (n != 0 && sl->sort_list == NULL) error("Could not allocate memory for the station-sorting-list"); sl->list_length = n; for (uint i = 0; i < n; ++i) sl->sort_list[i] = station_sort[i]; diff --git a/src/town_gui.cpp b/src/town_gui.cpp index ccc723e41d..a9bae18a4e 100644 --- a/src/town_gui.cpp +++ b/src/town_gui.cpp @@ -449,7 +449,6 @@ static void MakeSortedTownList() /* Create array for sorting */ _town_sort = ReallocT(_town_sort, GetMaxTownIndex() + 1); - if (_town_sort == NULL) error("Could not allocate memory for the town-sorting-list"); FOR_ALL_TOWNS(t) _town_sort[n++] = t;