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bugfix(gamememory): Align memory pool allocations to 8 bytes - #637
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…ckers#3609) (cherry picked from commit e2a1216)
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Cherry-pick of TheSuperHackers#3609, merged upstream, with the same change on the
Generalshalf.The memory pools return pointers that are 4 mod 8 about half the time, while MSVC promises 8 on x86. protobuf keeps flags in the low bits of its heap pointers, so on our heap it freed a pointer 4 bytes early and crashed GNS, which is linked into the exe.
MEM_BOUND_ALIGNMENTis now 8 and the block header is padded to a multiple of 8. Debug builds assert the alignment. It costs about 4.5 MB (~8%) of initial pool memory on Zero Hour, and nothing in the simulation orders or hashes by pointer.