//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "pch_tier0.h" #include "tier0/memblockhdr.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" #ifdef DBGFLAG_VALIDATE // we use malloc & free internally in our validation code; turn off the deprecation #defines #undef malloc #undef free //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CValidator::CValidator( ) { m_pValObjectFirst = NULL; m_pValObjectLast = NULL; m_pValObjectCur = NULL; m_cpvOwned = 0; m_bMemLeaks = false; // Mark all memory blocks as unclaimed, prior to starting the validation process CMemBlockHdr *pMemBlockHdr = CMemBlockHdr::PMemBlockHdrFirst( ); pMemBlockHdr = pMemBlockHdr->PMemBlockHdrNext( ); // Head is just a placeholder while ( NULL != pMemBlockHdr ) { pMemBlockHdr->SetBClaimed( false ); pMemBlockHdr = pMemBlockHdr->PMemBlockHdrNext( ); } } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CValidator::~CValidator( ) { CValObject *pValObject = m_pValObjectFirst; CValObject *pValObjectNext; while ( NULL != pValObject ) { pValObjectNext = pValObject->PValObjectNext( ); Destruct (pValObject); free( pValObject ); pValObject = pValObjectNext; } } //----------------------------------------------------------------------------- // Purpose: Call this each time you start a new Validate() function. It creates // a new CValObject to track the caller. // Input: pchType - The caller's type (typically a class name) // pvObj - The caller (typically an object pointer) // pchName - The caller's individual name (typically a member var of another class) //----------------------------------------------------------------------------- void CValidator::Push( tchar *pchType, void *pvObj, tchar *pchName ) { // Create a new ValObject and add it to the linked list CValObject *pValObjectNew = (CValObject *) malloc( sizeof (CValObject ) ); Construct (pValObjectNew); pValObjectNew->Init( pchType, pvObj, pchName, m_pValObjectCur, m_pValObjectLast ); m_pValObjectLast = pValObjectNew; if ( NULL == m_pValObjectFirst ) m_pValObjectFirst = pValObjectNew; // Make this the current object m_pValObjectCur = pValObjectNew; } //----------------------------------------------------------------------------- // Purpose: Call this each time you end a Validate() function. It decrements // our current structure depth. //----------------------------------------------------------------------------- void CValidator::Pop( ) { Assert( NULL != m_pValObjectCur ); m_pValObjectCur = m_pValObjectCur->PValObjectParent( ); } //----------------------------------------------------------------------------- // Purpose: Call this to register each memory block you own. // Input: pvMem - Memory block you own //----------------------------------------------------------------------------- void CValidator::ClaimMemory( void *pvMem ) { if ( NULL == pvMem ) return; // Mark the block as owned CMemBlockHdr *pMemBlockHdr = CMemBlockHdr::PMemBlockHdrFromPvUser( pvMem ); pMemBlockHdr->CheckValid( ); Assert( !pMemBlockHdr->BClaimed( ) ); pMemBlockHdr->SetBClaimed( true ); // Let the current object know about it Assert( NULL != m_pValObjectCur ); m_pValObjectCur->ClaimMemoryBlock( pvMem ); // Update our counter m_cpvOwned++; } //----------------------------------------------------------------------------- // Purpose: We're done enumerating our objects. Perform any final calculations. //----------------------------------------------------------------------------- void CValidator::Finalize( void ) { // Count our memory leaks CMemBlockHdr *pMemBlockHdr = CMemBlockHdr::PMemBlockHdrFirst( ); pMemBlockHdr = pMemBlockHdr->PMemBlockHdrNext( ); m_cpubLeaked = 0; m_cubLeaked = 0; while ( NULL != pMemBlockHdr ) { if ( !pMemBlockHdr->BClaimed( ) ) { m_cpubLeaked++; m_cubLeaked += pMemBlockHdr->CubUser( ); m_bMemLeaks = true; } pMemBlockHdr = pMemBlockHdr->PMemBlockHdrNext( ); } } //----------------------------------------------------------------------------- // Purpose: Render all reported objects to the console // Input: cubThreshold - Only render object whose children have at least // cubThreshold bytes allocated //----------------------------------------------------------------------------- void CValidator::RenderObjects( int cubThreshold ) { // Walk our object list and render them all to the console CValObject *pValObject = m_pValObjectFirst; while ( NULL != pValObject ) { if ( pValObject->CubMemTree( ) >= cubThreshold ) { for ( int ich = 0; ich < pValObject->NLevel( ); ich++ ) ConMsg( 2, _T(" ") ); ConMsg( 2, _T("%s at 0x%x--> %d blocks = %d bytes\n"), pValObject->PchType( ), pValObject->PvObj( ), pValObject->CpubMemTree( ), pValObject->CubMemTree( ) ); } pValObject = pValObject->PValObjectNext( ); } // Dump a summary to the console ConMsg( 2, _T("Allocated:\t%d blocks\t%d bytes\n"), CpubAllocated( ), CubAllocated( ) ); } //----------------------------------------------------------------------------- // Purpose: Render any discovered memory leaks to the console //----------------------------------------------------------------------------- void CValidator::RenderLeaks( void ) { if ( m_bMemLeaks ) ConMsg( 1, _T("\n") ); // Render any leaked blocks to the console CMemBlockHdr *pMemBlockHdr = CMemBlockHdr::PMemBlockHdrFirst( ); pMemBlockHdr = pMemBlockHdr->PMemBlockHdrNext( ); while ( NULL != pMemBlockHdr ) { if ( !pMemBlockHdr->BClaimed( ) ) { ConMsg( 1, _T("Leaked mem block: Addr = 0x%x\tSize = %d\n"), pMemBlockHdr->PvUser( ), pMemBlockHdr->CubUser( ) ); ConMsg( 1, _T("\tAlloc = %s, line %d\n"), pMemBlockHdr->PchFile( ), pMemBlockHdr->NLine( ) ); } pMemBlockHdr = pMemBlockHdr->PMemBlockHdrNext( ); } // Dump a summary to the console if ( 0 != m_cpubLeaked ) ConMsg( 1, _T("!!!Leaked:\t%d blocks\t%d bytes\n"), m_cpubLeaked, m_cubLeaked ); } //----------------------------------------------------------------------------- // Purpose: Find the validator object associated with the given real object. //----------------------------------------------------------------------------- CValObject *CValidator::FindObject( void * pvObj ) { CValObject *pValObject = m_pValObjectFirst; CValObject *pValObjectNext; while ( NULL != pValObject ) { pValObjectNext = pValObject->PValObjectNext( ); if( pvObj == pValObject->PvObj() ) return pValObject; pValObject = pValObjectNext; } return NULL; } //----------------------------------------------------------------------------- // Purpose: Diff one CValidator against another. Each Validator object is // tagged with whether it is new since the last snapshot or not. //----------------------------------------------------------------------------- void CValidator::DiffAgainst( CValidator *pOtherValidator ) // Removes any entries from this validator that are also present in the other. { // Render any leaked blocks to the console CValObject *pValObject = m_pValObjectFirst; CValObject *pValObjectNext; while ( NULL != pValObject ) { pValObjectNext = pValObject->PValObjectNext( ); pValObject->SetBNewSinceSnapshot( pOtherValidator->FindObject( pValObject->PvObj() ) == NULL ); if( pValObject->BNewSinceSnapshot() && pValObject->CubMemTree( ) ) { for ( int ich = 0; ich < pValObject->NLevel( ); ich++ ) ConMsg( 2, _T(" ") ); ConMsg( 2, _T("%s at 0x%x--> %d blocks = %d bytes\n"), pValObject->PchType( ), pValObject->PvObj( ), pValObject->CpubMemTree( ), pValObject->CubMemTree( ) ); } pValObject = pValObjectNext; } } void CValidator::Validate( CValidator &validator, tchar *pchName ) { validator.Push( _T("CValidator"), this, pchName ); validator.ClaimMemory( this ); // Render any leaked blocks to the console CValObject *pValObject = m_pValObjectFirst; CValObject *pValObjectNext; while ( NULL != pValObject ) { pValObjectNext = pValObject->PValObjectNext( ); validator.ClaimMemory( pValObject ); pValObject = pValObjectNext; } validator.Pop(); } #endif // DBGFLAG_VALIDATE