You can override global new and replace it with something else. This way you can get some basic memory tracking, but you still have to use the same allocation strategy for all allocations, which is far from ideal. Some systems work better with memory pools. Some can use simple frame allocation (i.e., pointer bump allocation). You really want each system to be able to have its own custom allocators.
The other option in C++ is to override new on a per class basis. This has always has seemed kind of strange to me. Pretty much the only thing you can use it for are object pools. Global, per-class object pools. If you want one pool per thread, or one pool per streaming chunk -- you run into problems.
Then you have the STL solution, where containers are templated on their allocator, so containers that use different allocators have different types. It also has fun things such as rebind(). But the weirdest thing is that all instances of the allocator class must be equivalent. So you must put all your data in static variables. And if you want to create two separate memory pools you have to have two different allocator classes.
I must admit that every time I run into something in STL that seems completely bonkers I secretly suspect that I have missed something. Because obviously STL has been created by some really clever people who have thought long and hard about these things. But I just don't understand the idea behind the design of the custom allocator interface at all. Can any one explain it to me? Does any one use it? Find it practical? Sane?
If it weren't for the allocator interface I could almost use STL. Almost. There is also the pretty inefficient map implementation. And the fact that deque is not a simple ring buffer, but some horrible beast. And that many containers allocate memory even if they are empty... So my own version of everything it is. Boring, but what's a poor gal gonna do?
Back to allocators. In conclusion, all the standard C++ ways of implementing custom allocators are (to me) strange and strangely useless. So what do I do instead? I use an abstract allocator interface and implement it with a bunch of concrete classes that allocate memory in different ways:
class Allocator { public: virtual void *allocate(size_t size, size_t align) = 0; virtual void deallocate(void *p) = 0; virtual size_t allocated_size(void *p) = 0; }
I think this is about as sane as an allocator API can get. One possible point of contention is the allocated_size() method. Some allocators (e.g., the frame allocator) do not automatically know the sizes of their individual allocations, and would have to use extra memory to store them. However, being able to answer questions about allocation sizes is very useful for memory tracking, so I require all allocators to provide that information, even if it means that a frame allocator will have to use a little extra memory to store it.
I use an abstract interface with virtual functions, because I don't want to template my classes on the allocator type. I like my allocators to be actual objects that I can create more than one of, thank you very much. Memory allocation is expensive anyway, so I don't care about the cost of a virtual function call.
In the BitSquid engine, you can only allocate memory through an Allocator object. If you call malloc or new the engine will assert(false).
Also, in the BitSquid engine all allocators keep track of the total number of allocations they have made, and the total size of those allocations. The numbers are decreased on deallocate(). In the allocator destructor we assert(_size == 0 && _allocations == 0) and when we shut down the application we tear down all allocators properly. So we know that we don't have any memory leaks in the engine. At least not along any code path that has ever been run.
Since everything must be allocated through an Allocator, all our collection classes (and a bunch of other low-level classes) take an Allocator & in the constructor and use that for all their allocations. Higher level classes either create their own allocator or use one of the globals, such as memory_globals::default_allocator().
With this interface set, we can implement a number of different allocators. A HeapAllocator that allocates from a heap. A PoolAllocator that uses an object pool. A FrameAllocator that pointer bumps. A PageAllocator that allocates raw virtual memory. And so on.
Most of the allocators are set up to use a backing allocator to allocate large chunks of memory which they then chop up into smaller pieces. The backing allocator is also an Allocator. So a pool allocator could use either the heap or the virtual memory to back up its allocations.
We use proxy allocators for memory tracking. For example, the sound system uses:
ProxyAllocator("sound", memory_globals::default_allocator());
which forwards all allocations to the default allocator, but keeps track of how much memory has been allocated by the sound system, so that we can display it in nice memory overviews.
If we have a hairy memory leak in some system, we can add a TraceAllocator, another proxy allocator which records a stack trace for each allocation. Though, truth be told, we haven't actually had to use that much. Since our assert triggers as soon as a memory leak is introduced, and the ProxyAllocator tells us in which subsystem the leak occurred, we usually find them quickly.
To create and destroy objects using our allocators, we have to use placement new and friends:
void *memory = allocator.allocate( sizeof(MyClass), alignof(MyClass) ); MyClass *m = new (memory) MyClass(10); if (m) { m->~MyClass(); allocator.deallocate(m); }
My eyes! The pain! You certainly don't want to type or read that a lot. Thanks C++ for making my code so pretty. I've tried to make it less hurtful with some template functions in the allocator class:
class Allocator { template <class T, class P1> T *make_new(const P1 &p1) {return new (allocate(sizeof(T), alignof(T))) T(p1);} template <class T> void make_delete(T *p) { if (p) { p->~T(); deallocate(p); } }
Add a bunch of other templates for constructors that take a different number of arguments that can be const or non-const and now you can at least write:
MyClass *m = allocator.make_new<MyClass>(10); allocator.make_delete(m);
That's not too bad.
One last interesting thing to talk about. Since we use the allocators to assert on memory leaks, we really want to make sure that we set them up and tear them down in a correct, deterministic order. Since we are not allowed to allocate anything without using allocators, this raises an interesting chicken-and-egg problem: who allocates the allocators? How does the first allocator get allocated?
The first allocator could be static, but I want deterministic creation and destruction. I don't want the allocator to be destroyed by some random _exit() callback god knows when.
The solution -- use a chunk of raw memory and new the first allocator into that:
char _buffer[BUFFER_SIZE]; HeapAllocator *_static_heap = 0; PageAllocator *_page_allocator = 0; HeapAllocator *_heap_allocator = 0; void init() { _static_heap = new (_buffer) HeapAllocator(NULL, _buffer + sizeof(HeapAllocator), BUFFER_SIZE - sizeof(HeapAllocator)); _page_allocator = _static_heap->make_new<PageAllocator>("page_allocator"); _heap_allocator = _static_heap->make_new<HeapAllocator>("heap_allocator", *_page_allocator); ... } void shutdown() { ... _static_heap->make_delete(_heap_allocator); _heap_allocator = 0; _static_heap->make_delete(_page_allocator); _page_allocator = 0; _static_heap->~HeapAllocator(); _static_heap = 0; }
Note how this works. _buffer is initialized statically, but since that doesn't call any constructors or destructors, we are fine with that. Then we placement new a HeapAllocator at the start of that buffer. That heap allocator is a static heap allocator that uses a predefined memory block to create its heap in. And the memory block that it uses is the rest of the _buffer -- whatever remains after _static_heap has been placed in the beginning.
Now we have our bootstrap allocator, and we can go on creating all the other allocators, using the bootstrap allocator to create them.
STL allocators were probably never designed for custom allocation techniques (e.g. pools), but rather to abstract the memory model (Stepanov mentions allowing persistent memory models). They seem to mainly have been pushed by external parties, and Stepanov himself says they are pretty flawed semantically (can't do find(a.begin(), a.end(), b[1]); where a and b are vectors with different allocators for example).
ReplyDeletehttp://www.sgi.com/tech/stl/drdobbs-interview.html
http://www.stlport.org/resources/StepanovUSA.html
Read the paper:
ReplyDeletehttp://www.google.com/search?q=reconsidering+custom+memory+allocation
malte: Ah, I see, it was mostly a way to support Win16 and segmented memory. Makes sense. And then people started using them for memory pools and what not because "they were there".
ReplyDeletelionet: Of course, one of the allocators in the system should be DougLeaAllocator (in fact, that is exactly what our HeapAllocator is). And if you are using some other allocator because you think it is faster / less fragmented / etc than the HeapAllocator you should performance test. Optimizations should always be based on real world data.
ReplyDeleteThanks for another great post, Niklas. Was thinking about memory allocators for my engine/game and now I have a solution.
ReplyDeleteNice post! Some thoughts/questions:
ReplyDelete1 - If your template methods (make_new, make_delete, etc) do not get inlined you will end up with extra functions for each object you have, what appears to be a waste of memory.
2 - Why don't you change your make_delete to receive a double pointer **T, and enforce the *T = 0 inside of the method?
3 - Using your TraceAllocator are you able to trace the file and line number of memory leaks?
1 - But wouldn't it waste even more memory if it did get inlined? The code has to be there one way or another. It's not a memory cost that I really worry about.
ReplyDelete2 - You could do that if you like to always have your pointers nulled after delete.
3 - Yes, by storing and keeping track of a stack trace for each allocation and then looking those traces upp in the PDB.
Actually STL was not very well thought through, it was a research project that was standardized in a very short amount of time. The ideas and principles of generic programming are very well thought through and very sane, STL is not :) Nor the C++ features that "supports" GP.
ReplyDeletehttp://en.wikipedia.org/wiki/Standard_Template_Library#History
Greedings a noob question: how do u handle deallocation of data.You just memset them to NULL
ReplyDeleteand defrag the rest of the data (reallocate everything)?Or data are never deleted and u work with an index scheme?
The deallocation scheme is up to the allocator. The heap allocator does normal heap deallocation, etc.
ReplyDeleteNone of the allocators I've talked about in the article are handle based and do automatic defragmentation. You could add such an allocator to the system, but it is kind of a separate topic.
Great post! It's helped me with a few details I was fuzzy on.
ReplyDeleteI have a couple of questions about your allocation tracking though. You mentioned above that you record the stack trace for each allocation. It seems you've decided not to use the __FILE__ and __LINE__ macros. I guess that would mean you'd have to wrap every allocation call with a macro to do it that way.
How are you recording the stack trace? Writing to an external file? It would seem that this sort of tracking would be a big hit on performance and isn't enabled during regular development, no?.
You are right, I don't use __FILE__ and __LINE__. The main reason is that they don't give enough information in many cases. For examples, all allocations in the Vector class would show up as vector.inl:72 or something like that, which doesn't give any information about what system is actually leaking memory.
ReplyDeleteI record the information in memory (as pointers, so it is just 4 bytes for each stack trace entry) using a special debug allocator. All debug allocations (profiler data, stack traces, etc) go through that allocator, so I always know how much memory is used for debugging and how much is used by the "real game" -- another advantage of the allocator system.
It is a hit on performance, so it is not enabled during regular development. When I use it, I usually enable it just for the particular allocator that I know is leaking, for example the "sound" allocator, if the shutdown test has shown that that allocator is leaking. That way the game runs at nearly full speed, since only a small percent of the total allocations are traced.
What if the concrete allocator must take some additional params? For example, the stack allocator may take additional argument on which side to allocate (when double ended). Then the code will need to know which allocator uses.
ReplyDeleteIn that case you could just create two different allocators that allocate from each end of the stack.
ReplyDeleteThis is a really nice post and it has been very helpful!
ReplyDeleteI just have a real noob question: You have disallowed the use of new and malloc() so how do you get your chunks of raw memory?
If you use byte arrays as above, how do you check that the allocation was successful and that you have not run out of memory? I mean there is no way for the program to report an error in allocating a static array, right?
I get memory directly from the OS. For example on Windows I use VirtualAlloc.
ReplyDeleteGreat post!! Just wondering how do you handle the main mem mapping for the RSX?
ReplyDeleteThanks for the great post, very interesting read. Couple of questions:
ReplyDelete1. How do you control internal STL allocations? You said you avoided creating custom STL allocators, but how do you ensure that any memory dynamically allocated inside the STL (Grow() etc) go through your allocators?
2. Do you have any recommended books/links on the types of allocators you've mentioned here (HeapAllocator, FrameAllocator, PageAllocator, PoolAllocator)?
@Jack
ReplyDelete1. We don't use STL. We use our own collector classes. They are quite similar to the STL classes, but they take a reference to an allocator interface in their constructors. They use that interface for all their memory allocations.
2. I've picked up information here and there. You should be able to find some pointers by just googling "memory allocations". Some more detailed information:
HeapAllocator - An allocator that allocates varied sized blocks and keeps an in-place linked list of free blocks. Look at dlmalloc, it is pretty much the standard allocator.
FrameAllocator - Also called "arena allocator" or "pointer bump allocator". An allocator that doesn't deallocate individual blocks but releases all its memory in one go. That means it has a super simple internal state (just a pointer to the next free byte and the remaining bytes of free memory).
PageAllocator - The virtual memory allocator provided by the system. Allocates memory as a number of "pages". The page size is OS dependent (typically something like 1K -- 64K). You don't want to use it for small allocations, but it can be used as a "backing allocator" for any of the other allocators. Google "virtual memory" and you should find lots of information.
PoolAllocator - An allocator that has pools for allocations of certain sizes. For example, one pool may only allocate 16 byte blocks. The pool can be packed tight in memory, you don't need headers and footers for the blocks, since they are always the same size. This saves memory and reduces fragmentation and allocation time.
Thanks for the info Niklas.
ReplyDeleteBeen powering through this blog for the last few days, some great posts and resources. Thanks for sharing!
Very interesting. Will definitely be using a similar approach on my next project.
ReplyDeleteNice article, I used it to build my own Allocator but I run into trouble with allocating arrays of objects. I made a helper method to my Allocator like the following:
ReplyDeletetemplate T *make_new_array(size_t length) {
return new (allocate(sizeof(T) * length, alignof(T))) T[length];
}
The problem with that is: If T has an destructor, placement new will write 'length' into the first 4 bytes and returns the allocated memory address offsetted by 4 bytes. This means it actually writes beyond the allocated buffer while initializing the objects. Furthermore I can't use the returned pointer to deallocate the memory again, since it is not the original one returned by the allocate method.
How did you solve this? Manually calling regular placement new on each element?
Thanks
Like Alexander solved the Gordian knot. I just don't use new[] and delete[]. I use a Vector<> instead.
ReplyDeleteOr sometimes (when I don't care about constructors, which is most of the time) a plain C array with the size kept externally, i.e.:
int len = 100;
int *a = allocate(sizeof(int) * len);
@Serge
ReplyDeleteFor the RSX mapped memory we first allocate a couple of MB from the PageAllocator for that region and map it with cellGcmMapMainMemory().
Then we create a HeapAllocator to service allocations of that memory. (Our heap allocator constructor can take a pointer and size to a memory area and will then construct the heap in that region.)
If you are using a templated "new" function you will run into the template forwarding problem at some point.
ReplyDeletehttp://www.open-std.org/jtc1/sc22/wg21/docs/papers/2002/n1385.htm
There's no nice way around it. In the past I've restricted parameters to value, const reference or pointers to work around it.
C++11 will fixes it.
True. We use both const and non-const argument references so we run into the 2^N combinatorial explosion. We have unrolled that to up to three arguments... if you need more than that you have to write placement new by hand, rather than using make_new.
ReplyDeleteI'm experimenting with this allocator strategy, rolling my own container and such.
ReplyDeleteI'm concerned by the global override of operator new/delete. While I understand that it's needed to ensure that everything is under control, by doing so we also forbid the use of any external library (or 99% of them) in their original state.
E.g. I use UnitTest++ and it does allocate using new.
Did you really don't use anything external ?
I humbly thank you for this blog and the time spent for knowledge sharing.
No, we don't use anything external that uses new() and delete(). We use some external stuff, but we only use stuff that let's us customize the memory allocation. That's the way it should be, I think. Any third party library intended for high performance use should let you supply your own memory allocators.
ReplyDeleteWow, I'm impressed ...
ReplyDeleteStill a long way to go, it seems ^^
Just for my curiosity, did you write a unit test library or did you pass on that ?
Very nice approach at all Niklas!
ReplyDeleteBut how have you implemented your HeapAllocator?
Are you simply using malloc()/free() internally or have you simply copied the full source from dlmalloc()? I'm asking because I don't see a reason why reinventing the wheel and not simply using malloc()/free() in this allocator?
We are using dlmalloc. Using that instead of standard malloc() free() means we have more insight into and control over how the heap allocator grabs system memory. So we can make sure that it "plays nice" with our other allocators and we can write functions that given a pointer can tell us if it was allocated by the heap or not.
ReplyDeleteIt also allows us to have multiple heaps. For example, we have a special heap just for debug allocations (such as profiler data) so that we can easily ignore them when we check if we are within the memory budget.
Thanks for this great explanation!
ReplyDeleteI think I will also try to wrap the dlmalloc() through template heap layers.
It's really nice to have such control over your memory budget!
I am still confused about how you handle arrays of objects. You say you use Vector<> (I assume that this is your own custom container) How does this allocate the necessary memory as well as call the constructors for each of the objects in the array?
ReplyDeleteAnd thank you so much for posting this!
It is no great mystery, memory allocated with (for example):
ReplyDeletedata = (T *)_allocator->allocate( sizeof(T) * capacity, alignof(T))
And then in-place new is used to call the constructors.
for (unsigned i=0; i<size; ++i)
new (data + i) T();
Are your allocators thread safe? If the answer is yes, what is your prefered method to achive that?
ReplyDeleteIt is up to each class implementing the Allocator interface. Most of our allocators are thread-safe, because that makes them easier and safer to use, but we have some special allocators that faster but not thread-safe.
ReplyDeleteIt is implemented with critical sections protecting the access to the shared data.
Nice article! I noticed your heap_allocator is using page_allocator as backend. my question is how page_allocator was implemented? Does it allocated a big chunk at the begin and give memory to heap_allocator when requested, and only VirtualFree the chunk in the end? Also did you also redirect dlmalloc's MMAP to the page_allocator?
ReplyDeleteNo, the page allocator, allocates pages as requested and returns them when done. It doesn't grab a big chunk at startup. It tries to be friendly to other processes/alloators that might be using the VM system at the same time.
ReplyDeleteYes for heaps that can grow, mmap() is redirected to the page allocator. (Actually, any allocator that supports the Allocator interface can be used as backing allocator.)
This is a very interesting article. Will definitely have to look into it further. Thanks for sharing.
ReplyDeleteThere is one thing i am thinking of adding to your suggestions though; adding an overload of the new operator that takes an allocator as a parameter.
void* operator new (std::size_t size, Allocator & a) throw (std::bad_alloc);
void operator delete (void* ptr, Allocator & a) throw ();
With assert of global new and proper handling of delete, i still get all of the benefits of allocator usage along with all of the syntactic sugar the new and delete keywords provide. Also alleviates the need for multiple template parameters make_new uses as the syntax is the same as it would have been except for:
HeapAllocator my_allocator;
MyClass* mc = new (my_allocator) MyClass();
Still enforces the allocator usage, and i can hide it internally if desired. Even if it wasn't hidden, someone using it would still incur correct behavior.
Still toying with the idea though. Since i allow placement new, doesn't seem too bad to allow this for my own internal usage, but will have to see if i will keep with that line of thought.
Now i just need to go research more about the actual implementations of the various types of allocators.
Yes, it has its advantages. The drawback is that you can't do the same for delete (no way of passing parameters), so you end up with different syntax for new and delete.
ReplyDeleteWhy no realloc() support for Allocator?
ReplyDeleteI think realloc() is kind of weird. It is a non-deterministic optimization. If you are really lucky and their happens to be some free space to the right of the memory buffer, then realloc() can be faster than alloc + copy + delete. But you can't really do anything to make sure that that happens.
ReplyDeleteSo you could easily add realloc support (with a default implementation of alloc + copy + delete for allocators that don't have a faster path). But to me it isn't that useful. I much prefer deterministic optimizations.
I get the determinism argument, but not sure if it is strong enough to out-weight benefits of successful realloc(). Also, I would not provide default realloc in terms of alloc+copy+del but rather return null from realloc() so that a+c+d would be a next explicit step so that it is always obvious if optimization happened or not.
DeleteIf I need a buffer that can grow without reallocating memory I use some other technique, such as a linked chain of fixed size buffers (perhaps 8K each) that I merge as a final step. That way I am sure I don't have to copy the data unnecessarily, regardless of what the memory system decides to do.
DeleteBut isn't that what Lea's allocator is doing already? I can see your point tho: you want to have full control always. Two more questions: 1) Do you use HeapCreate/Alloc on win to have different OS heaps for different systems/resources? 2) How do you handle dtor calling with allocators such as FrameAllocator where memory might be "freed" without client's explicit free() call? And sorry for not saying it with first comment: great read! :)
Delete1) No, I don't use OS heaps. All heap allocation is done by dlmalloc. I use the OS page allocator (VirtualAlloc) as a backing allocator for dlmalloc.
Delete2) If you "delete" an object in a FrameAllocator, the destructor will be called, but memory will not be freed (all memory is freed when the FrameAllocator is destroyed). When you destroy the FrameAllocator, all memory is released, but no destructors are called... So if you want destructors to be called you must call delete (the same as if you use any other allocator). With the frame allocator though, you can choose to *not* call delete, if you know that the destructor doesn't do anything useful. That should not be the normal code path though, it should be reserved for "special optimizations".
Hi Niklas, I see your heap allocator can take a pointer to a memory area and construct the heap in that region, you also said your heap allocator uses dlmalloc, how you managed to tell dlmalloc what memory region it should use?
ReplyDeleteI use create_mspace_with_base()
DeleteSince you just did: http://www.altdevblogaday.com/2012/05/05/embracing-dynamism
ReplyDeletewhat is your alloction strategy for Lua states?
We use a special allocator for Lua, so that we can track all Lua allocations (and optimize for Lua allocation patterns if needed).
DeleteWe use lightuserdata for most objects exported from C to Lua to minimize the load on the garbage collector.
We use an incremental garbage collector where we spend a certain ammount of time every frame to collect. We dynamically adapt the time we spend collecting to the ammount of garbage we generate so that the system settles down in a "steady state" with a fixed garbage collection time per frame and a fixed garbage memory overhead.
Could you give more details about how to get the deallocated size from the ptr?
ReplyDeleteIt is up to the allocator to track the size of the allocated areas. Each allocator does it differently.
DeleteFor example, dlmalloc adds some extra memory before each allocated memory block where it stores a header with that information.
A slot based allocator typically allocates slots one "chunk" at a time. In the chunk header it can then store information about the size of the slots in the chunk. If chunks are always say 8K big and aligned at 8K you can round down a slot pointer to the nearest 8K aligned address to get to the chunk header from the slot pointer, and then read the slot size from there.
I have been googlin around some about data alignment, and I'm curious of how you generally handle data alignment in the Bitsquid engine since it is multiplatform. Do you use alignas and alignof from the C++11 standar, or do you use some compiler specific methods?
ReplyDeleteAlso I'm interested of how you handle it in your allocators. if it's not to much to ask of you.
We use compiler specific attributes right now, such as __align.
ReplyDeleteAs seen above, our default allocate function takes a size and an alignment
void *allocate(size_t size, size_t align);
The alignment must be a power-of-two and <= size. The different allocators handle alignment as necessary. The simplest method is to just allocate extra memory and then offset the pointer to make sure that it has the right alignment. But most of our allocators are smarter than that. When they request a page from the system, and chop it up for allocation, they make sure that the blocks fall on reasonable alignment boundaries.
Theres something not clear to me about those headers/metadata allocated in this extra space, are they aligned themselves? In the game engine architecture book, for example, he just store an int in the previous 4 bytes from the aligned pointer...Thats not guarantee to be aligned. Isnt that a problem? Ppl dont care about allocator metadata alignment?
DeleteThanks for the post, it's always interesting to see how others do it!
ReplyDeleteI have one question regarding the deletion of instances using the templated make_delete(T *p) function, though.
If people use multiple inheritance and don't delete instances using a pointer-to-base, the pointer handed to make_delete() will be wrong because the derived-to-base-offset hasn't been accounted for.
I see two possibilities for handling this:
1) Disallow multiple inheritance
2) Tell users that they have to properly cast their pointers to base-pointers in cases of MI first
So, how do you handle this?
Thank you very much for this ineresting post.
ReplyDeleteI very much like the approach of orthogonalizing various aspects of the memory subsystem like linearization, stack traces, leak tracking and memory corruption.
However, I'm wondering:
1) How would you deal with private destructors?
2) Wouldn't it help compile-times to replace the make_new template functions with a single variadic macro?
I'm thinking of something along these lines:
#define make_new( allocator, T, ... )\
new ( (allocator)->allocate( sizeof(T), __alignof(T) ) ) T( __VA_ARGS__ )
What's your opinion?
@molecularmusings True. We don't use multiple inheritance so we don't run into this problem.
ReplyDelete@smocoder
ReplyDelete1) This doesn't work with private destructors, but regular new and delete wouldn't work in that case either. If you have a private destructor you typically have some other way of creating and destroying objects than using new/delete. In that case you would just make sure that that system worked with the allocator model.
2) Actually we have pretty much exactly that macro in our code base. And we are transitioning from using the templates to using the macro to improve compile-times and reduce object size, just as you suggest. Good point!
We use a macro-based approach in the Molecule Engine as well. It doesn't use variadic macros however, and looks somewhat similar to this:
Delete#define ME_NEW(type, arena) \ new ((arena)->Allocate(sizeof(type), ME_ALIGN_OF(type)) type
The lone "type" at the end ensures that you can just open another set of parentheses for providing constructor arguments, like so:
TestClass* tc = ME_NEW(TestClass, arena)(1, 2, 3);
This comment has been removed by the author.
DeleteHi there, great article! I just had a quick question about the allocators you use and how they are used with your container classes (in this article and the Foundation example you created).
ReplyDeleteI have been playing around with making my own Heap style allocator which allocates memory from a global pool/blob (just like in this example). I currently use an std::vector to track allocations which happen (a struct containing the the start and end address of an allocation). I use this to find and remove allocations, and detect where there are gaps in the memory blob to make new allocations if they'll fit. I realised I would like to not have to use std::vector and create my own Vector class in a similar style to the one you created in the Foundation example code, but I hit a problem. The Allocator needs a dynamic, resizing array to track allocations, but the dynamic resizing array needs an allocator itself when it is created, and that doesn't quite work as I have a sort of chicken/egg scenario. I could be completely miss understanding but from the example outlined above I assumed that you would not call new/malloc or delete/free at all (not quite sure what dlmalloc is I'm afraid). I guess what I am trying to ask is how do you track/store allocations that happen in your base allocator. I suppose I could use some sort of Scratch or Temp Allocator to hold the vector inside the Heap Allocator, but that seemed sort of messy and I was hoping there was a nicer solution. I thought I'd ask you in case I've got things horribly wrong and am barking up the wrong tree, I hope you understand what I'm prattling on about :)
Thanks!
Tom
I tend to not use traditional data structures (vectors, etc) in the implementation of the allocators, just because of this reason. It becomes tricky to keep track of what is happening if the process of allocating memory triggers a resize which triggers another memory allocation.
DeleteSo instead I use other techniques, such as chaining together blocks of memory in implicit linked lists, having "header blocks" in memory regions allocated from the backing allocator that stores information about the number and type of allocations. Perhaps also a "master header" block with global information, etc.
Dlmalloc can be found here http://g.oswego.edu/dl/html/malloc.html. You can see how it implements some of these techniques. You can find similar stuff in other memory allocators.
There are some other situations when the chicken-and-egg problem can crop-up, such as when creating the initial global allocators. I don't want to use static variables, since I want to have a clear initialization and destruction order. So instead I placement-new them into a statically allocated memory buffer (as you can see in memory.cpp in the foundation project).
Hi Niklas,
DeleteThank you very much for the response, that makes a lot of sense.
As a temporary solution (while I couldn't think of anything better) I used a simple linear allocator internal to the heap allocator which used a member variable char buffer in the heap allocator as it's memory. I set it to what seemed like an appropriate size and stuck an assert in to catch if ever it grew too large. The implicit linked list solution sounds like a nice solution, I will definitely check out Dlmalloc too.
Thank you again, the Foundation project has been incredibly interesting to poke around in, both in terms of the coding style and techniques.
Cheers!
Tom :)
This comment has been removed by the author.
ReplyDeleteHi Niklas,
ReplyDeleteJust to note that I reference this in my blog post here. I talk about applying this kind of allocator setup in the specific context of a custom STL style vector class, and also the addition of realloc() support.
Feedback welcome!
Thomas
Hi there, I tried to understand a few concepts that you've shared here.
ReplyDeleteYou have a PageAllocator (which in turn uses VirtualAlloc, mmap etc) as the top level allocator. How do you handle allocated_size() in this allocator? If you store it directly in the page you may need to allocate another page just to store this information. This way request of 4KB would need to be satisfied by allocation of 8KB of memory in 2 pages, just to store it's size and to align the space accordingly. Do you have a separate hash table inside the allocator just for the bookkeeping? Does PageAllocator even implement the Allocator interface?
As for the dlmalloc it uses only 2 global callbacks for allocating it's memory. How can you give it an allocator to allocate from? Did you modify it and pass your own callbacks and an Allocator pointer on creation, so it can allocate from it? By default, dlmalloc also coalesce adjacent segments and free them in one go (in one call to munmap()). How do you handle this behavior in your allocators?
On Windows you can use VirtualQuery() to get the size. But not all platforms provide a similar interface. On other platforms we have a hash table in the allocator for storing the size of page allocations. (As an optimization, we only store allocations > 1 page, if the page is not in the table the allocation size is assumed to be 1 page.)
ReplyDeleteYes, we have modified dlmalloc so that it uses a PageAllocator instead of mmap to allocate system memory.
Thanks for the reply!
DeleteWhat about the coalesced pages in dlmalloc? Did you turn them off as well or did you made PageAllocator to support that?
As far as I remember, I haven't done either. I use the mspace interface and provide my own versions of mmap and munmap to dlmalloc.
DeleteExcellent article with lots of useful information, many thanks.
ReplyDeleteYour method of explaining in the blog that’s superb I have no words to praise your blog.
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ReplyDeletebetflixāļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ āļ่āļēāļĒ PG SLOT āļāļāļāļ°āđāļĄ่āļูāļāļึāļ āļŦāļĢืāļāļŦāļĒิāļāļĒāļ āļĄāļēāđāļāļ°āļāļģ āļāļāđāļĄ่āđāļ้ āđāļāļĢāļēāļ°āđāļ็āļ āļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ āļŠāļĨ็āļāļāļāļāļĄืāļāļืāļ āļี่āļĄีāļู้āđāļĨ่āļāđāļĒāļāļ°āđāļ็āļāļัāļāļัāļ āļ๊āļāļ 5 āļāļāļāđāļāļĒ āđāļĨāļĒāļ็āļ§่āļēāđāļ้ āļ้āļ§āļĒāđāļāļāļĨัāļāļĐāļ์ āļี่āđāļ็āļāļŠāļĨ็āļāļāļี่āļĄี āļĨูāļāđāļĨ่āļāļŦāļĨāļēāļāļŦāļĨāļēāļĒāđāļāļ§ āļัāļ§āļĨāļ°āļāļĢāļี่āļĄีāđāļŦ้āđāļĨืāļāļāđāļĨ่āļ āļāļēāļĄāđāļāļāļāļ āļĄีāđāļāļĄāļŠ์āđāļŦāļĄ่āđ āļัāļāđāļāļāļāļĨāļāļ āđāļĄ่āļĄีāđāļื่āļ āļ้āļ§āļĒāļ āļēāļāļี่āļāļĄāļัāļ āļāļāļāļĢีāļāļĢāļ°āļāļāļāļี
ReplyDeleteMEGA GAME āļāļēāļāđāļ§็āļāļāļāļāđāļĢāļēāļĄีāđāļāļĨ็āļāļĨัāļāļŦāļēāļĢāļēāļĒāđāļ้āļāļēāļāļāļēāļĢāđāļĨ่āļāļŠāļĨ็āļāļāļุāļāļ่āļēāļĒāļĄāļēāđāļāļ°āļāļģāđāļŦ้āļ่āļēāļāđāļ้āđāļĢีāļĒāļāļĢู้ āđāļĨāļ°āļŠāļุāļāđāļāļ้āļ§āļĒāļัāļāļีāļāļĄāļēāļāļĄāļēāļĒ āđāļāļāļāļāļี้āļāļēāļĢāļŦāļēāļĢāļēāļĒāđāļ้āļāļāļāđāļĨāļ์āļĄีāļŦāļĨāļēāļāļŦāļĨāļēāļĒāļĢูāļāđāļāļ āđāļĨ่āļāļŠāļĨ็āļāļ MEGA GAME āđāļĄ่āļ§่āļēāļāļ°āļĄāļēāļāļēāļāļ§ิāļีāļāļēāļĒāļāļĨิāļāļ ัāļāļ์āđāļŠāļĢิāļĄāļāļāļāđāļāļĄ MEGA GAME āļŦāļĢืāļāđāļĄ่ PGSLOT āļ็āļāļēāļĢāļāļēāļĒāļāļāļāđāļ้āđāļิāļāļāļĢิāļ āđāļี่āļĒāļ§āļัāļāļāļāļŠิ่āļāļāļāļāđāļĨāļ์ āđāļ่āļ§่āļēāđāļĄ่āļ§่āļēāļāļ°āļāļ°āđāļĢāļ็āđāļĨ้āļ§āđāļ่āļāļĒ่āļēāļāđāļĢāļ็āļāļēāļĄāļāļēāļāļāļĢั้āļāļ็āļāļēāļāļāļ°āļāļģāļ้āļāļāđāļ้āļุāļāļี่āļŠูāļāļĄāļēāļāļĄāļēāļĒ āđ
ReplyDeleteāļ้āļāļāļāļāļัāļāļāļēāļĒ āļู้āļี่āļื่āļāļāļāļāđāļāđāļāļĄ āļāļัāļāļีāļŽāļēāļāļāļāđāļĨāļ์ āļุāļ āđ āļ่āļēāļāļāļ°āļ่āļ° āđāļĨāļ° āđāļ่āļāļāļ āļāļēāļĢāļี่āļุāļāļāļĨิāļāļĄāļē āļāļĒู่āđāļāļŦāļ้āļēāļāļāļāļ§āļēāļĄāļี้ āļāļāļāđāļ§็āļ betflix āļั้āļāļŦāļĄāļēāļĒāļāļ§āļēāļĄāļ§่āļē āļุāļāļāļģāļĨัāļāđāļŦ้āļāļ§āļēāļĄāļŠāļāđāļ āđāļāļāļēāļĢāđāļĨ่āļāļāļัāļ āđāļāļĄāļีāļŽāļēāļี่āļุāļāļื่āļāļāļāļ āļŦāļĨāļēāļĒāļāļāļāļēāļāļāļ°āļāļĢāļēāļāļ§่āļē āļ้āļāļāļāļēāļĢāđāļĨ่āļāļāļัāļāļีāļŽāļē āļāļĢāļ°āđāļ āļāđāļŦāļ āđāļ่āļŦāļĨāļēāļĒāļāļāļĒัāļāđāļĄ่āļāļĢāļēāļ āđāļĢāļēāļāļāđāļāļ°āļāļģ āđāļŦ้āļŠāļģāļŦāļĢัāļāļāļāļี่āļĒัāļ āđāļĄ่āđāļ่āđāļāđāļ
ReplyDeleteāđāļ§็āļ MEGAGAME āļāļāļāļ่āļāļāļĢิāļāđāļĨāļ°āđāļāļāļิāļāđāļāļāļēāļĢ āđāļĨ่āļāļāļēāļŠิāđāļāļāļāļāđāļĨāļ์ āđāļ็āļāļี่āļิāļĒāļĄ āļĄāļēāļāļึ้āļāļāļ§่āļēāđāļิāļĄ āđāļ่āļ็āļĄีāļัāļāđāļŠี่āļĒāļāđāļāļāļāļēāļāļāļ āļี่āļĒัāļāđāļĄ่āļāļĨ้āļēāļี่āļāļ°āđāļĨ่āļ āļ้āļ§āļĒāđāļŦāļุāļี้āđāļāļŦāļĨāļēāļĒ āđ āđāļāļĢāļēāļ°āļŠāļēāđāļŦāļุāļี่āļ§่āļē āļāļ§āļēāļĄāļิāļāđāļāļāļēāļĢ āđāļิāļĄāļัāļāļāļāļāđāļĨāļ์ āđāļāļĄ PG SLOT āļāļēāļāđāļ็āļāđāļĢื่āļāļāļี่āļ่āļēāļāļĨัāļ§āļāļĒู่āļ้āļēāļ āđāļ้āļēāđāļāđāļ้ āļāļĒ่āļēāļāļŠāļĄāļูāļĢāļ์āđāļāļ āđāļ่āļāļēāļĢāļāļĒู่āļāļĒ่āļēāļāļāļĨāļāļāļ ัāļĒ betflix āđāļĨāļ°āļĄีāļ่āļ§āļāđāļ§āļĨāļēāđāļĨ่āļāđāļāļĄāļāļāļāđāļĨāļ์ āļี่āļีāļั้āļāļ่āļāļāļ้āļēāļāļāļĢāļāđāļāļāļĢāļāļĄāļē āļĨāļāļāļĄāļēāļู āđāļāļĨ็āļāļĨัāļ āđāļĨāļ°āđāļāļāļิāļāļŠāļģāļŦāļĢัāļ āļัāļāđāļŠี่āļĒāļāđāļāļ āļู้āđāļĢิ่āļĄāļ้āļ āļāļēāļŠิāđāļāļāļāļāđāļĨāļ์ āļ้āļāļāđāļĨืāļāļāđāļĨ่āļāļāļēāļŠิāđāļāļāļāļāđāļĨāļ์āļี่āļ่āļēāđāļื่āļāļืāļāļ่āļāļāļื่āļ āļัāļāđāļŠี่āļĒāļāđāļāļ āļ้āļāļāđāļĨืāļāļāđāļĨ่āļāļāļēāļŠิāđāļāļāļāļāđāļĨāļ์ āļี่āļ่āļēāđāļื่āļāļืāļ āļึ่āļāđāļ้āļĢัāļāđāļāļāļุāļāļēāļ āđāļĨāļ°āļāļĢāļāļāļāļุāļĄāļāļĒ่āļēāļāļŠāļĄāļูāļĢāļ์ āļāļĢāļ§āļāļŠāļāļāļŠāļāļēāļāļ° āļāļģāđāļāļ°āļāļģ āļāļāļāļัāļāđāļŠี่āļĒāļāđāļāļ āđāļŦ้āļĄāļēāļāļี่āļŠุāļ āđāļ่āļēāļี่āļāļģāđāļ็āļ āđāļื่āļāđāļŦ้āļĄั่āļāđāļāļ§่āļē āđāļื่āļāļืāļāđāļ้ āļŦāļēāļāļĄีāļ้āļāļŠāļāļŠัāļĒ āļĄีāļāļēāļĢāđāļิāļĄāļัāļāļี่āļāļĨāļāļāļ ัāļĒ āļāļ§่āļēāļĄāļēāļāļĄāļēāļĒ āļัāļāļั้āļāļึāļāđāļĄ่āļุ้āļĄāļี่āļāļ°āđāļŠี่āļĒāļ
ReplyDeletebetflixāđāļ้āļēāļŠู่āļŦ้āļ§āļāļัāļāļĢāļ§āļēāļĨāļี่āđāļĄ่āļĄีāđāļāļĢāļĢู้āļัāļ āļāļĨāļēāļ Galaxyāļี่āļāļ§้āļēāļāđāļŦāļ่ āļĄีāļŦีāļāļŠāļĄāļัāļิāļĨึāļāļĨัāļ āļāļēāļāļāļ§āļāļāļēāļ§ STAR HUNTER āđāļāļĄāļĒิāļāļāļĨāļē āđāļŦāļĄāļāļ่āļāļŠู้āļี่āļีāļี่āļŠุāļāļŠāļģāļŦāļĢัāļāļุāļ āđāļāļāļēāļĢāļĒิāļāđāļ่āļĨāļ°āļāļĢั้āļ āļืāļāđāļŦāļ่āđāļāļ้āļē āļāļĢ้āļāļĄāļีāđāļāļāļĢ์āđāļ็āļāđ āļāļēāļ§ุāļāđāļŦāļĄ่āđāđāļีāļĒāļāļāļĢ้āļāļĄ āļŠāļģāļŦāļĢัāļāļāļēāļĢāļĨ่āļēāļŠāļĄāļัāļิ āļี่āļāļģāđāļŦ้āļู้āđāļĨ่āļ āđāļ้āļĢัāļāļāļĢāļ°āļŠāļāļāļēāļĢāļ์āđāļāļāļēāļĢāđāļĨ่āļāļี่āļี āđāļĨ่āļāđāļāļĄāđāļ้āđāļิāļāļāļĢิāļ
ReplyDeletebetflix
ReplyDeleteāļĨāļāļāļĄāļē āđāļĨ่āļāļŠāļĨ็āļāļāļāļĢี āđāļ้āđāļิāļāļิāļ āļัāļāļāļēāļāđāļ§็āļ betflix āđāļāļื่āļāļāļāļāļ่āļēāļĒ Pragmatic Play Slots āđāļĢีāļĒāļāļ่āļēāļĒ āđ āļ็āļืāļ āļ่āļēāļĒ PP āļั่āļāđāļāļ āļึ่āļāđāļ็āļāļ่āļēāļĒāļāļāļēāļāđāļŦāļ่ āļีāļāļ่āļēāļĒāļŦāļึ่āļ āļี่āđāļ้āļĢัāļāļāļ§āļēāļĄāļิāļĒāļĄāđāļĄ่āđāļ้āļ่āļēāļĒāļĒัāļāļĐ์āđāļŦāļ่āļāļĒ่āļēāļ PG Slot āļี่āđāļิāļāđāļŦ้āļāļĢิāļāļēāļĢāļĄāļēāļĄāļēāļāļāļ§่āļē 5 āļี āļĢāļ°āļāļāļĢāļāļāļĢัāļāļŦāļĨāļēāļĒāļ āļēāļĐāļē āļĢāļ§āļĄāđāļāļึāļāļ āļēāļĐāļēāđāļāļĒāļึ่āļāđāļ้āļัāļāļāļēāļĢูāļāđāļāļ āļāļ§ัāļāļāļĢāļĢāļĄāđāļŦāļĄ่ āļ āļēāļāļāļĢāļēāļิāļāđāļĨāļ°āļ§ิāļีāđāļ
betflixāđāļāļĄāļŠāļĨ็āļāļ āļāļāļāđāļĨāļ์ āļāļāļāđāļ§็āļāđāļāļ์ Betflix āļāļēāļāļ่āļēāļĒBetsoft āļืāļāđāļ็āļāļู้ āļāļāļāđāļāļāđāļāļĄ āļี่āļีāļี่āļŠุāļāļีāļāļ่āļēāļĒ āļึ่āļāđāļ็āļāļี่āļĢู้āļัāļāļāļĒ่āļēāļāđāļāļĢ่āļŦāļĨāļēāļĒāđāļāļั่āļ§āđāļĨāļ āļ้āļ§āļĒāļāļēāļĢāļีāđāļāļ์āļ āļēāļāļāļĢāļēāļิāļ āđāļĨāļ° āļัāļ§āđāļāļĄāļี่āļูāļāļāļāļāđāļāļāļึ้āļāļĄāļē āļŠāļ§āļĒāļāļēāļĄāđāļ็āļāļี่ āļูāļāļāļāļูāļāđāļāļู้āđāļĨ่āļāđāļ็āļ āļāļĒ่āļēāļāļĄāļēāļāđāļāļĄāļŠāļĨ็āļāļāđāļ§็āļāļāļĢāļ āļāļēāļāļ่āļēāļĒ Betsoft Slots āļĒัāļāļĄีāđāļāļĄāļĄāļēāļāļĄāļēāļĒ āļี่āđāļ้āļĢัāļāļāļ§āļēāļĄāļิāļĒāļĄ āļี่āļĄีāļีāļĄāļāļēāļāļุāļāļ āļēāļāļี่
ReplyDeletebetflix
ReplyDeleteBETFLIX TRUE WALLET āļāļēāļ-āļāļāļ āđāļĄ่āļĄีāļั้āļāļ่āļģ āļāļēāļĢāļāļัāļāđāļ็āļāļิāļāļāļĢāļĢāļĄ āļี่āļāļĒู่āļัāļāļāļāđāļāļĒāļĄāļēāļ้āļēāļāļēāļ āļŠิ่āļāļี้āļĄีāļāļēāļĢāđāļāļĨี่āļĒāļāđāļāļĨāļāđāļĨāļ°āļัāļāļāļēāļ่āļāđāļāđāļĢื่āļāļĒ āđ āļāļēāļĄāļĒุāļāļŠāļĄัāļĒ betflix āđāļ§็āļāļāļĢāļ āļู้āđāļĨ่āļāļāļ°āļŠāļēāļĄāļēāļĢāļāđāļĨ่āļāđāļ้āļ่āļēāļĒ āđāļĨāļ°āļŠāļ°āļāļ§āļāļŠāļāļēāļĒāļĄāļēāļ āļึ้āļāđāļĢื่āļāļĒ āđāļāļēāļ BETFLIX āļĄีāđāļāļĄāđāļŦ้āļุāļāđāļ้āđāļĨืāļāļāđāļĨ่āļ āļŦāļĨāļēāļāļŦāļĨāļēāļĒāđāļāļĄāđāļ้āļāļĒ่āļēāļāļิāļŠāļĢāļ° āđāļ่āļ āļāļēāļāļēāļĢ่āļē āļāļĢāļēāļ้āļāļāļāļāļĨ āļĒิāļāļāļĨāļē āļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ āļ่āļēāļ
BETFLIX āļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ āļี่āđāļ็āļāđāļāļĄāļāļāļāđāļĨāļ์āļĒāļāļāļŪิāļ āļāļĒู่āļāļāļāļี้ āđāļĨāļ° āļัāļāļุ์āļิāļāļĒ์ āđāļ็āļāđāļŦāļĨ่āļāļ้āļāļĄูāļĨāļี่ āļāļāļāļēāļĄāļึāļ āđāļ§็āļāļŠāļĨ็āļāļ BETFLIX āļั้āļāļĄีāļŠูāļāļĢāļĨัāļāļŠāļģāļŦāļĢัāļ āđāļĨ่āļāļŠāļĨ็āļāļāđāļāļāļ่āļāļĒ āđāļĨāļ° āđāļāļĒāļāļāļิāļู้āļูāđāļĨāđāļ§็āļāđāļāļ์ āļāļ°āļĨāļāļĄัāļāļāļāļ āļāļģāđāļŦ้āļŦāļēāļ้āļāļĄูāļĨāđāļี่āļĒāļ§āļัāļ āļŠāļĨ็āļāļāļ่āļēāļĒāđāļŦāļāļี pantip āļ่āļāļāļ้āļēāļāļĒāļēāļ āđāļ่āļ็āđāļĄ่āđāļ้āļĒāļēāļāļāļāļēāļāļั้āļ āđāļĢāļēāļāļĢ้āļāļĄāđāļāļ°āļāļģ āļู้āđāļิāļĄāļัāļāđāļŠāļĄāļ āļู้āđāļิāļĄāļัāļāļŠ่āļ§āļāđāļŦāļ่ āļĄัāļāļāļ°āļĄāļāļāļŦāļēāļ้āļāļĄูāļĨ āđāļี่āļĒāļ§āļัāļāļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ āđāļ่āļ āļั่āļāļŠāļĨ็āļāļāļ่āļēāļĒāđāļŦāļāļี megagame āļĄั่āļāļāļ āđāļĨāļ° āļāļĨāļāļāļ ัāļĒ āļึ่āļāļŠāļĨ็āļāļāļั้āļāļี āđāļāļัāļŠāļĄัāļāļāļ°āđāļ้āđāļĄ่āđāļ้ āļŦāļĢืāļāđāļāļĄāļ์āļŠāļĨ็āļāļāļั้āļāđāļāļāļ่āļēāļĒ āļŠิ่āļāļี้āļŠāļēāļĄāļēāļĢāļāđāļิ่āļĄāđāļāļāļēāļŠ āđāļāļāļēāļĢāđāļ้āļĢัāļāļĢāļēāļĒāđāļ้ āļู้āđāļĨ่āļāļ่āļāļĒāļึ้āļ āđāļ่āļāļĒ่āļēāļāđāļĢāļ็āļāļēāļĄ āļุāļāđāļ่āļāļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ āļืāļāļāļēāļĢāļāļāļāđāļāļัāļŠāļāļģāļāļ§āļāļĄāļēāļ āļĢāļēāļāļ§ัāļĨāđāļŦāļ่āļูāļāļัāļāļāļĨāļēāļ āđāļāļĒāđāļāļāļēāļ°āļ้āļēāļุāļāļĢู้āļ§ิāļีāđāļĨ่āļāļŠāļĨ็āļāļ megagame
ReplyDeletebetflix
ReplyDeleteāļāļēāļĢāđāļĨืāļāļ āļŠāļĨ็āļāļāđāļ§็āļāļāļĢāļ āļีāļāļĒ่āļēāļāđāļĢ āđāļāļāļēāļĢāđāļĨ่āļāļŠāļĨ็āļāļāđāļ§็āļ Betflix āļั้āļāļĄีāđāļāļāļิāļ āđāļāļāļēāļĢāđāļĨืāļāļāļี่āļŠāļģāļัāļ āļŦāļĨāļēāļĒāļ้āļāļี่āļู้āđāļĨ่āļāļŦ้āļēāļĄāļĄāļāļāļ้āļēāļĄāđāļāļĒāđāļ็āļāļāļēāļ āļืāļ āļ§ิāļี āļู āđāļ§็āļāļāļĢāļ āļŠāļĨ็āļāļ āļัāļāļัāļāđāļĢāļ āļāļāļāļāļēāļāļāļ°āđāļĨืāļāļāđāļ§็āļ āļี่āđāļŦ้āļัāļāļĢāļēāļāļēāļĢāđāļิāļĄāļัāļāļŠูāļāđāļĨ้āļ§ āļāļ§āļĢāđāļ็āļāđāļ§็āļāļี่āļĄีāđāļāļĢāđāļĄāļั่āļ āđāļĨāļ°āđāļāļัāļŠ āđāļāļāđāļŦ้āđāļ่āļู้āđāļĨ่āļāļāļĒ่āļēāļāļŠāļĄ่āļģ āđāļŠāļĄāļāđāļื่āļāđāļ็āļāļāļēāļĢāļĒืāļāļĒัāļ āļāļ§āļēāļĄāļĄั่āļāļāļāļāļēāļāļāļēāļĢāđāļิāļ āļāļāļāđāļ§็āļāđāļāļ์
MEGA GAME āļ้āļēāļู้āđāļĨ่āļāļ่āļēāļāđāļŦāļ āļี่āđāļĄ่āļāļāļāļāļēāļĢāđāļĨ่āļāđāļāļĄāļี่āļĒุ่āļāļĒāļēāļāđāļŦāļĄืāļāđāļ่āļ่āļāļ āļāļēāļ āđāļāļāļŠāļĨ็āļāļāđāļ§็āļāļāļĢāļ āļāļ°āļŠāļēāļĄāļēāļĢāļāļāļāļāđāļāļāļĒ์āļู้āđāļĨ่āļāđāļ้āđāļ็āļāļāļĒ่āļēāļāļีāđāļĨāļ°āđāļ่āļāļāļāļĨāļ§่āļē āļ้āļāļāļĄีāļุāļāļ āļēāļāļี่āļŠุāļ āđāļāļĢāļēāļ°āđāļāļุāļāļ§ัāļāļี้āļāļēāļāđāļĢāļēāđāļ้āļĄีāđāļāļāđāļāđāļĨāļĒีāđāļิāļāļึ้āļāļĄāļē āļ็āļĄีāļāļ§āļēāļĄāļ้āļēāļ§āļŦāļ้āļēāđāļ็āļāļāļĒ่āļēāļāļĄāļēāļ MEGA GAME āđāļ่āļāļัāļ āđāļĨāļ°āļู้āđāļĨ่āļāļั้āļāđāļĄ่āļāļģāđāļ็āļāļāļ°āļ้āļāļāļัāļāļ§āļĨāđāļāđāļĢื่āļāļāļāļ§āļēāļĄāļĨ่āļēāļ้āļēāđāļāļāļēāļĢāđāļิāļĄāļัāļ āđāļāļĢāļēāļ°āļุāļāļ§ัāļāļี้āļāļ°āđāļĢ āđ āļ็āđāļ้āđāļāļĨี่āļĒāļāđāļāļ่āļāļāļ้āļēāļāđāļĒāļāļ°āđāļĨ้āļ§ āļัāļāļั้āļāļāļēāļĢāđāļิāļĄāļัāļāđāļāļĄāļ่āļēāļ āđ āđāļĄ่āļ§่āļēāļāļ°āđāļ็āļāđāļāļĄāļŠāļĨ็āļāļ āļŦāļĢืāļāđāļāļĄāļื่āļāļ็āļŠāļēāļĄāļēāļĢāļāļāļģāđāļิāļāđāļ้
ReplyDeleteBETFLIX āļŠāļģāļŦāļĢัāļāļู้āđāļĨ่āļ āļี่āļ้āļāļāļāļēāļĢ āđāļĨ่āļāļāļēāļāļēāļĢ่āļēāđāļŦ้āđāļ้āđāļิāļ āļĄัāļāļāļ°āļĄี āļāļģāļāļēāļĄāļ§่āļēāļāļ°āļ้āļāļāđāļĨ่āļ āļāļĒ่āļēāļāđāļĢāļึāļāļāļ° āļĄีāđāļāļāļēāļŠāļāļģāđāļิāļ āđāļ้āļĄāļēāļāļāļ§่āļēāđāļŠีāļĒ āļāļāļāđāļ้āđāļĨāļĒāļ§่āļēāđāļĄ่āļĒāļēāļāđāļĨāļĒāđāļāļĢāļēāļ°āđāļāļ§ัāļāļี้ BETFLIX āļāļ°āļĄāļē āļŠāļāļāđāļĨ่āļāļāļēāļāļēāļĢ่āļē āļี่āļāļ°āļāļģāđāļŦ้ āļู้āđāļĨ่āļāļĄีāđāļāļāļēāļŠ āļāļģāđāļิāļāđāļ้āļ่āļēāļĒāļึ้āļ āļāļ§่āļēāļāļēāļĢāđāļĨ่āļāļ้āļ§āļĒāļัāļ§āđāļāļ āđāļĢāļēāļĢัāļāļāļĢāļ°āļัāļ āđāļ้āļ§่āļē āļ้āļēāļŦāļēāļāļāļģāđāļāļāļิāļ āđāļāđāļ้āļāļĒ่āļēāļāđāļŦāļĄāļēāļ°āļŠāļĄ āļ็āļāļ°āļŠāļēāļĄāļēāļĢāļāļāļģāđāļิāļāđāļ้āļāļēāļĄ āļี่āļู้āđāļĨ่āļāļั้āļāđāļ
ReplyDeleteBETFLIX āļŠāļĄัāļāļĢāđāļāļĄāļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ BETFLIX āļ§ัāļāļี้ āļĢัāļāđāļāļัāļŠ 50% āļŠูāļāļŠุāļ 100% āđāļีāļĒāļāļŠāļĄัāļāļĢāļŠāļĄāļēāļิāļāđāļŦāļĄ่ āļ่āļēāļĒāđ āļāļģāļĢāļēāļĒāļāļēāļĢāļ่āļēāļāļĢāļ°āļāļāļัāļāđāļāļĄัāļิ āļŠāļĄัāļāļĢ BETFLIX āđāļĄ่āļ้āļāļāļ่āļēāļāđāļāļāļĄิāļ āļĢāļāļāļĢัāļāļāļĢูāļĄัāļāļี่āļ§āļāļĨāđāļĨ็āļ āļāļēāļ-āļāļāļāđāļĄ่āļĄีāļั้āļāļ่āļģ āļ่āļēāļāļŠāļēāļĄāļēāļĢāļ āļāļēāļ-āļāļāļ āđāļ้āļ้āļ§āļĒāļāļāđāļāļāļ่āļēāļāļĢāļ°āļāļāļāļāđāļ้ āđāļĢāļēāļĄี āļŠāļĨ็āļāļāļāļāļĨāļāļāđāļĨ่āļ āđāļŦ้āļู้āđāļิāļĄāļัāļāļŠāļุāļāđāļāļāđāļĄ่āđāļŠีāļĒāđāļิāļ āđāļĄ่āļ้āļāļāļĨāļāļุāļ āļู้āđāļิāļĄāļัāļāļāļāļĨāļāļāđāļĨ่āļāđāļ้āļāļāļāļ§่āļēāļāļ°āļāļāđāļ āđāļĢāļēāļĄีāđāļāļĄāđāļŦ้āđāļĨืāļāļāļĄāļēāļāļĄāļēāļĒāļāļēāļ betflix āļŠāļĄัāļāļĢāļŠāļĄāļēāļิāļ āļĄืāļāļืāļ āļ่āļēāļĒāđāļāļĄāļ้āļāļāļĒāļāļāļิāļĒāļĄ āđāļ§็āļāļāļĢāļ āđāļĄ่āļ่āļēāļāļāļāļāļĨāļēāļ āļĄีāđāļāļĄāļุāļāļ่āļēāļĒ āļุāļāđāļāļ§ āđāļĄ่āļ§่āļēāļāļ°āđāļ็āļ megagame āđāļāļĄāđāļāļ§āļŠāļāļāļĢāļēāļĄ āđāļāļĄāļāļĨāļēāļŠāļŠิāļāļāļĒ่āļēāļ āļāļēāļŠิāđāļ āļŠāļĨ็āļāļ āļĒิāļāļāļĨāļē āļŦāļĢืāļ āļĢูāđāļĨ็āļ āļāļēāļāļēāļĢ่āļē BETFLIX āļĄีāđāļŦ้āļāļĢāļ āļŦāļĨีāļāļŦāļีāļāļ§āļēāļĄāļāļģāđāļāļāļēāļāđāļ§็āļāđāļิāļĄ āđ āļ้āļ§āļĒāđāļ§็āļāļāļāļāđāļĢāļēāđāļĨ่āļāļ่āļēāļĒ āļāļĢāļēāļิāļāļŠāļ§āļĒāļāļēāļĄ āļāļĄāļัāļ āļี่āļĢāļ§āļĄāđāļ่āđāļāļĢāđāļĄāļั่āļāđāļ็āļ āđ āđāļ§้āļีāļāļ้āļ§āļĒ mega game
ReplyDeletebetflixāđāļāļĢāđāļĄāļั่āļāđāļŦāļĄ่ BETFLIX āđāļāļāļĢāđāļāļāđāļāļŠāļēāļĒāļāļĢี āļี่āļāļģāļĨัāļāļāļēāļĄāļŦāļē āđāļāļĢāļŠāļĨ็āļāļ āđāļāļĄāļŠāļĨ็āļāļāļāļĢีāđāļ้āđāļิāļāļāļĢิāļ āđāļ้āđāļิāļāļāļĢิāļ āđāļĄ่āļ้āļāļāļĨāļāļุāļāđāļāļāđāļāļāļัāļāļāļāļāđāļ้ āļั่āļāļŠāļĨ็āļāļāļāļĢี āđāļ้āđāļิāļāļāļĢิāļ āđāļĄ่āļĄีāđāļĄ้āđāļāļĄāļั่āļāļŠāļĨ็āļāļ āđāļ้āđāļิāļāļāļĢิāļāđāļĄ่āļ้āļāļāļāļēāļ āļŠāļĨ็āļāļ āļāļāļĨāļāļāđāļĨ่āļāļāļĢี āļāļāļāđāļ้ āđāļ้āļēāļ่āļāļāļŠัāļāļāļēāļāđāļีāļĒāļ§ āđāļĨ่āļāđāļ้ āļāļāļāđāļāđāļĨāļĒ āļุ้āļĄāļŠุāļāđ āđāļĄ่āļĄีāļี่āđāļŦāļāļีāļāđāļĨ้āļ§āļี่āđāļĢāļē MEGA GAME āļĨืāļĄāļุāļāđāļāļĢ āļāļēāļāļุāļāđāļ§็āļāļี่āļัāļāđāļŠี่āļĒāļāđāļāļāđāļāļĒāđāļĨ่āļāļĄāļēāđāļŦ้āļŦāļĄāļ āļŠāļĨ็āļāļāđāļ้āđāļิāļāļāļĢิāļ āđāļ้āļēāļัāļāļีāļāļĢิāļ āđāļāļĢāļēāļ°āļี่āļี่āđāļĢāļēāđāļāļāđāļāļĢāļิāļāļāļĢี āđāļāļāļุāđāļ
ReplyDeleteMEGA GAME āđāļāļĄāļŠāļĨ็āļāļāļāļāļāđāļĨāļ์ āđāļ็āļāđāļāļĄāļี่āđāļ้āļĢัāļāļāļ§āļēāļĄāļิāļĒāļĄ āđāļ็āļāļāļĒ่āļēāļāļĄāļēāļ āļึ่āļāļāļēāļĢāļĨāļāļุāļāđāļĨ่āļ āļŠāļĨ็āļāļāđāļĨ่āļāļ่āļēāļĒāđāļāļāđāļ§ āļั้āļāļŠāļุāļāļŠāļāļēāļ āđāļĨ่āļāļ่āļēāļĒāđāļāļĨิāļāļĄีāļāļ§āļēāļĄāļŠุāļ āļŠāļĢ้āļēāļāļĢāļēāļĒ āđāļ้āđāļŦ้āļัāļāļู้āđāļĨ่āļāđāļ้āļāļĢิāļ āđāļāļŠāļĄัāļĒāļี้āļ้āđāļĨ่āļāļุāļāļāļ āļŠāļēāļĄāļēāļĢāļāđāļ้āļēāļึāļāļāļēāļĢāļĨāļāļุāļāđāļĨ่āļāđāļāļĄāļŠāļĨ็āļāļāđāļ้āļัāļāļุāļ āđ āļāļāđāļĄ่āļ§่āļēāļāļ°āđāļ็āļāļู้āđāļĨ่āļāļāļāđāļāļĒ āļŦāļĢืāļāļāļēāļ§āļ่āļēāļāļāļēāļิ āđāļีāļĒāļāđāļ่āļŠāļĄัāļāļĢāđāļ§็āļ āđāļāļ์ āļี่āđāļิāļāđāļŦ้āļāļĢิāļāļēāļĢāđāļĄ่āļี่āļั้āļāļāļāļāļ้āđāļĨ่āļāļ็āđāļĢิ่āļĄāļ้āļāļĨāļāļุāļāļัāļāđāļāļĄ āļัāļ§āļ่āļāļĢāļēāļĒāđāļ้āđāļāļัāļāļี āđāļāļĒāļāļēāļĢāđāļ้āļēāđāļ้āļāļĢิāļāļēāļĢāļāļāđāļ§็āļāđāļāļ์āļŠāļēāļĄāļēāļĢāļāļāļģāđāļ้āđāļāļĒ āļ่āļēāļĒāđāļĨ่āļāđāļ้āļุāļāļี่āļุāļāđāļ§āļĨāļē āđāļĄ่āļ§่āļēāļāļ°āļāļĒู่āļี่āđāļāļ็āļĢ่āļ§āļĄāļŠāļุāļ āļื่āļāđāļ้āļāđāļĨāļ°āļāļĨāļēāļĒāđāļāļĢีāļĒāļāļāļēāļāļāļēāļĢāđāļิāļĄāļัāļāđāļāļĄāļŠāļĨ็āļāļāļāļāļāđāļĨāļ์āđāļ้āļāļĨāļāļāļŠāļĨ็āļāļ āđāļĨ่āļāļ่āļēāļĒ āđāļāļāđāļ§ MEGA GAME āļี่āļŠุāļāļŠāļĨ็āļāļ āđāļāļāļ่āļēāļĒ āđāļāļāļ่āļāļĒ āļāļĨāļēāļĒāđāļ็āļāļŠิ่āļāļี่āļัāļāļāļัāļāļั้āļāļŦāļĨāļēāļĒāļ่āļēāļāļ็āļื่āļāļāļāļ āđāļĨāļ° āļูāļāļāļāļูāļāđāļāļัāļāđāļāļĄāļāļāļāļāļēāļāđāļ§็āļāļāļāļāđāļĢāļēāđāļāļĢāļēāļ°āļāļāļāļāļēāļ āļāļ°āđāļ้ āđāļĨ่āļāđāļāļĄāļŠāļĨ็āļāļ āđāļื่āļāļāļ§āļēāļĄāļŠāļุāļ āļŠāļāļēāļāļĒัāļāļŠāļēāļĄāļēāļĢāļāļāļģāļāļģāđāļĢāđāļ้āļāļēāļāļāļēāļĢāļĨāļāļุāļāđāļĨ่āļāļึ่āļāļāļģāđāļĢāļั้āļ āļāļēāļĢāđāļĨ่āļāđāļāļĄāļāļāļāđāļĨāļ์āļāļāļāļāļēāļāđāļ§็āļāļāļāļāđāļĢāļēāļั้āļ āļāļ°āđāļŦ้ āļู้āđāļĨ่āļāļŠāļēāļĄāļēāļĢāļ āđāļĨืāļāļāđāļāļĄāļี่āļāļ°āđāļĨ่āļāđāļ้āļāļĒ่āļēāļāļāļāļēāļĄāđāļāļāļāļāļู้āđāļĨ่āļāđāļĨāļĒ āļāļāļāļู้āđāļĨ่āļāļŠāļēāļĄāļēāļĢāļāļāļāļĨāļāļāđāļĨ่āļāđāļ้āļ่āļāļāđāļิāļĄ āļัāļāļāļĢิāļ āđāļĨāļ° āļŠāļēāļĄāļēāļĢāļāđāļĨ่āļāđāļ้āđāļāļāđāļĄ่āļĄีāļāļēāļĢāļāļģāļŦāļāļāļั้āļāļ่āļģ
ReplyDeleteāļู้āđāļĨ่āļāļāļ°āđāļ้āļāļāļัāļāđāļāļĄ āļāļēāļŠิāđāļ āļāļāļāđāļĨāļ์ āļŠāļĨ็āļāļ āđāļ้āđāļิāļāļāļĢิāļ āļāļĨāļāļāļั้āļāļ§ัāļ āđāļāļĒāļี่āđāļĄ่āļ้āļāļ āđāļāļี่āđāļŦāļāđāļāļĨ āļ§ัāļāļี้ āđāļĢāļēāđāļ้āļĢāļ§āļāļĢāļ§āļĄāđāļāļĄ āđāļิāļĄāļัāļ āđāļ้āļāļĢāļāļุāļāļāļĢāļ°āđāļ āļ āđāļĄ่āļ§่āļēāļāļ°āđāļ็āļ āļāļēāļŠิāđāļāļŠāļ āļŠāļĨ็āļāļ āđāļāļĨ็āļāđāļ็āļ āđāļŪāđāļĨ āļāļēāļāļēāļĢ่āļēāļāļāļāđāļĨāļ์ āļāļēāļāļēāļĢ่āļē āļĢูāđāļĨ็āļ āļĒิāļāļāļĨāļē āđāļŠืāļāļĄัāļāļāļĢ āđāļĨāļ°āđāļ§็āļ āļāļัāļ āļāļē āļŠิ āđāļ ups āđāļ§็āļāļāļัāļāļāļēāļŠิāđāļ āļื่āļāđ āļีāļāļĄāļēāļāļĄāļēāļĒāđāļāļĢีāļ§ิāļ§ āļāļēāļŠิāđāļāļāļāļāđāļĨāļ์ MEGA GAME āļี้āļāļēāļāđāļĢāļē āđāļ้
ReplyDeleteBETFLIX āļ§ัāļāļี้āđāļĢāļēāļāļ°āļāļēāļู้āđāļิāļĄāļัāļ āļĄāļēāļāļāļัāļāđāļ§็āļāđāļāļĄāļŠāļĨ็āļāļ BETFLIX āļŠ่āļāļĄāļēāļāļēāļāļ่āļēāļĒāļĒัāļāļĐ์āđāļŦāļ่ āļั่āļ§āļāļēāļāļēāļัāļāļĢāļูāļāļĢāļ§āļĄāđāļ§้āļāļĒู่āđāļāļี่āđāļีāļĒāļ§ āđāļ็āļĄāđāļāļ้āļ§āļĒāđāļāļĄāļŠāļĨ็āļāļ āļุāļāđāļāļĄāļุāļāļ่āļēāļĒ āļี่āļĄีāđāļŦ้āđāļĨ่āļāđāļĒāļāļ°āļี่āļŠุāļ āļั้āļāđāļ่āļี่āđāļāļĒāļĄีāļĄāļē āļāļĢ้āļāļĄāļĨุ้āļāļĢัāļāđāļิāļāļĢāļēāļāļ§ัāļĨāđāļ็āļāļāļāļāđāļ้āđāļāļุāļāļ§ิāļāļēāļี āļีāļāļั้āļāļĒัāļāļĄีāļĢāļ°āļāļāļāļēāļĢāđāļĨ่āļāļี่āļĨ้āļģāļŠāļĄัāļĒ āļŠāļĄัāļāļĢāļŠāļĄāļēāļิāļ āđāļĨāļ° āļāļģāļุāļĢāļāļĢāļĢāļĄāļāļēāļĢāđāļิāļ āļāļēāļ-āļāļāļ āđāļ้āļ้āļ§āļĒāļัāļ§āđāļāļāļ่āļēāļāļĢāļ°āļāļāļัāļāđāļāļĄัāļิāļุāļ 24 āļั่āļ§āđāļĄāļ āļŠāļģāļŦāļĢัāļāđāļāļĢāļี่āļāļģāļĨัāļāļāļēāļĄāļŦāļēāđāļ§็āļāđāļĨ่āļāļŠāļĨ็āļāļāļี่ āļāļĢāļāļāļāļĨุāļĄāļĄāļēāļāļี่āļŠุāļ āļŠāļĨ็āļāļāđāļ§็āļāļāļĢāļ megagame āđāļāļāļ่āļēāļĒ 2022 āđāļ่āļēāļั้āļ āļĢัāļāļāļĢāļ°āļัāļāđāļāđāļĢื่āļāļāļāļāļāļāļ§āļēāļĄāļāļĨāļāļāļ ัāļĒ āļŠāļĨ็āļāļāđāļ§็āļāđāļŦāļ่āļี่āļŠุāļ 2022 āđāļ็āļāđāļ§็āļāļāļĢāļ āđāļĄ่āļ่āļēāļāļัāļ§āđāļāļāļŠ่āļāļāļĢāļ āļāļēāļāļ่āļēāļĒāļั้āļāļāļģāđāļāļĒāļāļĢāļ mega game
ReplyDeleteāļŠāļĨ็āļāļ āļāļēāļĢāđāļĨ่āļāđāļāļĄāļĄีāļāļ§āļēāļĄāļŠāļุāļāļŠāļāļēāļāļัāļ MEGA GAME āļ่āļēāļĒāđāļāļĄāļāļēāļāļēāļĢ่āļē āļāļ°āļāļĨāļēāļĒāđāļ็āļāļีāļāļŦāļึ่āļāļ่āļāļ āļāļēāļāļāļēāļĢāđāļĨ่āļāđāļāļĄ āļี่āļŦāļĨāļēāļāļŦāļĨāļēāļĒāļึ้āļāđāļŦ้āļุāļ āļั้āļāđāļ้āļĄีāđāļāļāļēāļŠāļี่ āļāļ°āļŠāļĢ้āļēāļāļāļ§āļēāļĄ āļัāļāđāļิāļāđāļŦ้āļัāļāļัāļ§āļุāļāđāļāļāđāļ้ āļāļĒ่āļēāļāđāļ่āļāļāļ āđāļāļĢāļēāļ°āļุāļāļ§ัāļāļี้āļāļēāļĢāđāļิāļĄāļัāļ āđāļāļĄāđāļ่āļāļēāļāļēāļĢ่āļēāļāļāļāđāļĨāļ์ āļั้āļāļ็āļĄีāļŦāļĨāļēāļāļŦāļĨāļēāļĒ āļู้āļี่āļāļāļĒāļŠāļĢ้āļēāļāđāļāļĄāđāļ่ āļĄāļēāđāļŦ้āļุāļāđāļ้āđāļ้āļēāđāļĨ่āļ āļัāļāđāļ็āļāļāļĒ่āļēāļāļี āļั่āļāđāļāļ āđāļĨāļ°āļĢāļ§āļĄāđāļāļึāļāđāļāđāļĢื่āļāļ
ReplyDeletebetflixāđāļĄื่āļāļูāļāļึāļ āđāļŦāļĨ่āļāļĢāļ§āļĄāđāļāļĄāļี่āļĄีāđāļāļĄ āđāļŦ้āļุāļāđāļ้āđāļ้āļē āđāļ้āļāļĢิāļāļēāļĢāļĄāļēāļ āļี่āļŠุāļāđāļāđāļāđāļีāļĒ BETFLIX āđāļ§็āļāļāļĢāļ100% āļāļēāļŠิāđāļāđāļ§็āļāđāļŦāļ่ āļี่āļāļĢāļāđāļāļĢื่āļāļāļี่āļŠุāļ āđāļĨāļ°āļĄีāđāļāļĄāļ่āļēāļāđ āđāļŦ้āļุāļāđāļ้āđāļ้āļēāđāļĨ่āļāļĄāļēāļāļึāļ 20 āļ่āļēāļĒāđāļŦāļ่ āļĢāļ§āļĄāļŦāļึ่āļāļัāļāļāļ§่āļēāđāļāļĄ āđāļĨāļ°āļ้āļ§āļĒāļĢāļ°āļāļāđāļāļĄ āļี่āļĄีāļāļ§āļēāļĄāđāļŠāļีāļĒāļĢāļี่āļŠุāļ āļี่āđāļĢāļēāđāļ้āļัāļāđāļāļ āđāļĨāļ°āļ ูāļĄิāđāļāļāļģāđāļŠāļāļ āđāļŦ้āļัāļāđāļŦāļĨ่āļēāļŠāļĄāļēāļิāļāļุāļāļāļ āđāļ้āđāļ้āļēāđāļĨ่āļ āļĢāļ°āļāļāđāļāļĄāđāļĨāļ°āļāļēāļĢāļāļĢิāļāļēāļĢāļี่āļีāļี่āļŠุāļ āļึ่āļ āļāļēāļŠิāđāļāļāļāļāđāļĨāļ์āđāļ§็āļāļāļĢāļ āļี่āđāļ้āļāļģāļāļēāļĢ āļัāļāļāļēāđāļĨāļ°āļัāļāđāļāļāđāļāļĄāđāļŦāļĄ่āđ
ReplyDeleteMEGA GAME āđāļāļāļāļāļี้āļāļēāļāļ่āļēāļĒāđāļāļĄāļŠāļĨ็āļāļāļāļāļāđāļĢāļēāļั้āļ āļĢีāļ§ิāļ§āļŠāļĨ็āļāļ JOKER āđāļ้āļāļģāļāļēāļĢāļĢāļ§āļāļĢāļ§āđāļāļĄāļŠāļĨ็āļāļāļāļēāļāļāļēāļāļ่āļēāļĒ Joker Slot āļĄāļēāđāļāļĒāļāļĢāļ āļŠāļĨ็āļāļ āđāļŦ้āļู้āđāļĨ่āļāļĄāļēāļĢู้āļัāļāļัāļāđāļāļĄāļี่āļĄāļēāđāļāļĢูāļāđāļāļāđāļŦāļĄ่āļี่āļŠุāļ āļŦāļĢืāļāđāļŦāļĄ่āļĨ่āļēāļŠุāļāļั่āļāđāļāļ āđāļ็āļāđāļāļĄāļี่āļัāļāļŠāļĄัāļĒāļĄāļēāļāđ MEGA GAME āđāļĨāļ°āđāļ็āļāđāļāļĄāļี่āđāļāļāļ่āļāļĒ āđāļāļāļāļĢิāļ āđāļ้āđāļิāļāļāļĢิāļ āļŦāļĢืāļāļ§่āļēāļัāļāļ§่āļē āļุāļāļ่āļēāļāļี่āđāļ้āļēāļĄāļēāđāļĨ่āļāļั้āļ āđāļĄ่āļāļ§āļĢāļี่āļāļ°āļāļĨāļēāļāđāļāļāļēāļŠāļีāđ āļี่āļāļēāļāļ่āļēāļĒāđāļĢāļēāļāļ°āļĄāļēāļĄāļāļāđāļŦ้āļุāļāļ่āļēāļāđāļāļĒāđāļ็āļāļāļēāļ āđāļĨāļ°āđāļŦ้āļุāļāļ่āļēāļāļĄāļēāļĢู้āļัāļ
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