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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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