Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "pch_tier0.h"
#include "tier0/memblockhdr.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<CValObject> (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<CValObject> (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