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255 lines
10 KiB
255 lines
10 KiB
//========= Copyright (c), Valve LLC, All rights reserved. ============
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//
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// Purpose: A utility for tracking access to various systems
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//
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//=============================================================================
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#ifndef GCSYSTEMACCESS_H
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#define GCSYSTEMACCESS_H
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#pragma once
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namespace GCSDK
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{
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//behaviors that can be triggered for system access violation. Each aspect of this system has
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//actions that can be enabled or suppressed. The algorithm for this is to combine all the enabled
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//actions, then remove all the suppressed and perform those operations when a violation is found
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enum EGCAccessAction
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{
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//returns failure to the verifying code so it can handle it accordingly
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GCAccessAction_ReturnFail = ( 1<<0 ),
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//track this into a stats overview for number of offenses
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GCAccessAction_TrackFail = ( 1<<1 ),
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//track this into a stats overview for number of accesses
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GCAccessAction_TrackSuccess = ( 1<<2 ),
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//report this violation to the console/log
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GCAccessAction_Msg = ( 1<<3 ),
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//generate an assert at the point this is violated
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GCAccessAction_Assert = ( 1<<4 ),
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//activate a breakpoint
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GCAccessAction_Breakpoint = ( 1<<5 )
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};
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//how we identify an actual system
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typedef uint32 GCAccessSystem_t;
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//a structure that is inserted into a context object and holds onto GCAccessSystem index that the context can then initialize itself from. Classes can derive
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//from this to initialize itself, but derived class may NOT have any members as that would change the binary layout of the object
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class CGCAContextSystemRef
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{
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public:
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CGCAContextSystemRef( GCAccessSystem_t id ) : m_SystemID( id ) {}
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const GCAccessSystem_t m_SystemID;
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};
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//this will generate a unique system access ID that is guaranteed to be unique within a single run of the GC
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GCAccessSystem_t GenerateUniqueGCAccessID();
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//defines a system access object class which can be used to validate access to systems. This class can be registered with the
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//GCA_REGISTER_SYSTEM macro using the same name.
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#define GCA_SYSTEM( Name ) \
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class CGCA##Name : public CGCAContextSystemRef { \
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public: \
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static const char* GetName() { return #Name; } \
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static GCAccessSystem_t GetID() { static GCAccessSystem_t s_ID = GenerateUniqueGCAccessID(); return s_ID; } \
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CGCA##Name() : CGCAContextSystemRef( GetID() ) {} \
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};
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//similar to the above, but does not auto assign an ID and instead uses the fixed specified ID
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#define GCA_SYSTEM_ID( Name, ID ) \
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class CGCA##Name : public CGCAContextSystemRef { \
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public: \
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static const char* GetName() { return #Name; } \
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static GCAccessSystem_t GetID() { return (ID); } \
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CGCA##Name() : CGCAContextSystemRef( GetID() ) {} \
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};
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//called to register the specified system with the GC access system
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#define GCA_REGISTER_SYSTEM( Name ) GGCAccess().RegisterSystem( CGCA##Name::GetName(), CGCA##Name::GetID() )
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//called to begin a context class which derives from (has the same rights as) a parent context. The proper setup for this is:
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// GCA_BEGIN_CONTEXT_PARENT( MyContext, ParentContext )
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// GCA_CONTEXT_SYSTEM( System )
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// GCA_END_CONTEXT( MyContext )
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#define GCA_BEGIN_CONTEXT_PARENT( ClassName, Parent ) \
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class ClassName : public Parent { \
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public: \
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ClassName() : m_nFirstSystemMarker_##ClassName( 0 ), m_nLastSystemMarker_##ClassName( 0 ) { \
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Init( #ClassName ); \
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for( const GCAccessSystem_t* pSystem = &m_nFirstSystemMarker_##ClassName + 1; pSystem != &m_nLastSystemMarker_##ClassName; pSystem++ ) \
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AddSystem( *pSystem ); \
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} \
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static ClassName& Singleton() { static ClassName s_Singleton; return s_Singleton; } \
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const GCAccessSystem_t m_nFirstSystemMarker_##ClassName;
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//this is the same as the above but where you don't specify a parent context
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#define GCA_BEGIN_CONTEXT( ClassName ) GCA_BEGIN_CONTEXT_PARENT( ClassName, CGCAccessContext )
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//called to add a context to a system. This must come between a BEGIN/END_CONTEXT block
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#define GCA_CONTEXT_SYSTEM( SystemName ) \
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const CGCA##SystemName SystemName;
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//called to add a generic system reference to a context. The reference will use the provided class and value name and the specified ID
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#define GCA_CONTEXT_SYSTEM_ID( ClassName, VarName, SystemID ) \
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class ClassName : public CGCAContextSystemRef { \
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public: \
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ClassName() : CGCAContextSystemRef( SystemID ) {} \
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} VarName;
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//closes out the definition of a context
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#define GCA_END_CONTEXT( ClassName ) \
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const GCAccessSystem_t m_nLastSystemMarker_##ClassName; \
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};
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//creates a context that is basically the same as another context but aliased. Useful if you want a derived context that doesn't have any additional systems
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#define GCA_ALIAS_CONTEXT( NewName, ParentName ) \
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GCA_BEGIN_CONTEXT_PARENT( NewName, ParentName ) \
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GCA_END_CONTEXT( NewName )
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//a simple way to define an empty context
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#define GCA_EMPTY_CONTEXT( Context ) GCA_BEGIN_CONTEXT( Context ) GCA_END_CONTEXT( Context )
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//called to obtain the ID of a system
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#define GCA_GET_SYSTEM_ID( SystemName ) ( CGCA##SystemName::GetID() )
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//called to validate access to a system, either with an ID or without
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#define GCA_VALIDATE_ACCESS( SystemName ) GGCAccess().ValidateAccess( GCA_GET_SYSTEM_ID( SystemName ) )
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#define GCA_VALIDATE_ACCESS_STEAMID( SystemName, SteamID ) GGCAccess().ValidateSteamIDAccess( GCA_GET_SYSTEM_ID( SystemName ), ( SteamID ) )
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//a context, which is a collection of systems that are valid to be accessed. Each job and GC has a context to validate
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//system access
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class CGCAccessContext
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{
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public:
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CGCAccessContext();
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void Init( const char* pszName, uint32 nActions = 0, uint32 nSuppressActions = 0 );
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void AddSystem( GCAccessSystem_t nSystem );
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const char* GetName() const { return m_sName.String(); }
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uint32 GetActions() const { return m_nActions; }
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uint32 GetSuppressActions() const { return m_nSuppressActions; }
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void SetAction( EGCAccessAction eAction, bool bSet );
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void SetSuppressAction( EGCAccessAction eAction, bool bSet );
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//determines if this system has the
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bool HasSystem( GCAccessSystem_t system ) const;
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//given a context, this will verify that it is a proper subset of the provided context
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bool IsSubsetOf( const CGCAccessContext& context ) const;
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//given another context, this will add all of its systems to this context
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void AddSystemsFrom( const CGCAccessContext& context );
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private:
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//the textual name of this context
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CUtlString m_sName;
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//which actions to enable or disable in particular based upon this context
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uint32 m_nActions;
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uint32 m_nSuppressActions;
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//which systems that the context has enabled, in sorted order for fast lookup
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CUtlSortVector< GCAccessSystem_t > m_nSystems;
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};
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class CGCAccessSystem;
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//the global GC access tracker which has the systems registered and handles accumulating stats, presenting reports, etc
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class CGCAccess
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{
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public:
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CGCAccess();
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//-----------------------------------------
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// Setup
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//called to register a system information
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void RegisterSystem( const char* pszName, GCAccessSystem_t nID, uint32 nActions = 0, uint32 nSupressActions = 0 );
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//-----------------------------------------
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// Validation
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//called to verify access to a system. The return of this will be false if it is an invalid access and the return fail action is specified
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bool ValidateAccess( GCAccessSystem_t nSystem );
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//verify access to a system that also requires that the active SteamID of the current job matches the provided Steam ID, and count it as a fail
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bool ValidateSteamIDAccess( GCAccessSystem_t nSystem, CSteamID steamID );
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//called to suppress tracking of access for the specified access type. This should typically only be accessed via the access supress utility object
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void SuppressAccess( GCAccessSystem_t nSystem, bool bEnable );
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//-----------------------------------------
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// Report and console operations
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//when displaying a report, this will determine how stats should be filtered
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enum EDisplay
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{
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eDisplay_Referenced,
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eDisplay_Violations,
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eDisplay_IDViolations,
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eDisplay_All
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};
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//called to reset all accumulated stats for all the systems
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void ClearSystemStats();
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//called to generate a report of every access for a specific job
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void ReportJobs( const char* pszContext, EDisplay eDisplay ) const;
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//called to generate a report of each system in summary
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void ReportSystems( const char* pszContext, EDisplay eDisplay ) const;
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//dumps all the collected stats
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void FullReport( const char* pszSystemFilter, const char* pszContextFilter, const char* pszJobFilter, EDisplay eDisplay ) const;
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//dumps a dependency report for a given system. Essentially for every job that depends upon the named system, what are the other
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//systems that it also relies upon
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void DependencyReport( const char* pszSystem, EDisplay eDisplay ) const;
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//called to register a one time assert that will fire the next time the job/context/system pair is hit
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bool CatchSingleAssert( const char* pszSystem, bool bContext, const char* pszContextOrJob );
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//clears all registered single asserts that have not yet fired
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void ClearSingleAsserts();
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//if there is not a specific job in flight, this global context is what will be checked for access
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CGCAccessContext m_GlobalContext;
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//global options that are set for typical system violation
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uint32 m_nActions;
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uint32 m_nSuppressActions;
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private:
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//handles internally validating the system. Takes an optional parameter indicating if the steam ID check failed
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bool InternalValidateAccess( GCAccessSystem_t nSystem, CSteamID steamID, CSteamID expectedID );
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//the list of single fire asserts that we want to catch and report
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struct SingleAssert_t
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{
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bool m_bContext;
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GCAccessSystem_t m_System;
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CUtlString m_sContextOrJob;
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};
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CUtlVector< SingleAssert_t* > m_SingleAsserts;
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//systems that have their access suppressed
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struct SuppressAccess_t
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{
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GCAccessSystem_t m_nSystem;
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uint32 m_nCount;
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};
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CUtlVector< SuppressAccess_t > m_SuppressAccess;
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//the registered systems
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CUtlHashMapLarge< GCAccessSystem_t, CGCAccessSystem* > m_Systems;
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//steam ID
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};
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//global singleton accessor
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CGCAccess& GGCAccess();
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//utility class to temporarily disable access tracking for a system while within the scope of this object
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class CGCAccessSupressTracking
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{
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public:
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CGCAccessSupressTracking( GCAccessSystem_t nSystem ) : m_nSystem( nSystem ) { GGCAccess().SuppressAccess( m_nSystem, false ); }
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~CGCAccessSupressTracking() { GGCAccess().SuppressAccess( m_nSystem, true ); }
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private:
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GCAccessSystem_t m_nSystem;
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};
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} //namespace GCSDK
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#endif
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