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Merge pull request #212 from blackberry-gaming/next-cculy

Next cculy
Sean Paul Taylor 13 years ago
parent
commit
96650f2943
4 changed files with 182 additions and 7 deletions
  1. 148 1
      gameplay/src/DebugNew.cpp
  2. 14 0
      gameplay/src/DebugNew.h
  3. 6 5
      gameplay/src/Game.cpp
  4. 14 1
      gameplay/src/Game.h

+ 148 - 1
gameplay/src/DebugNew.cpp

@@ -5,6 +5,15 @@
 #include <cstdio>
 #include <cstdarg>
 
+#ifdef WIN32
+#include <windows.h>
+#include <dbghelp.h>
+#pragma comment(lib,"dbghelp.lib")
+
+#define MAX_STACK_FRAMES 16
+bool __trackStackTrace = false;
+#endif
+
 struct MemoryAllocationRecord
 {
     unsigned long address;          // address returned to the caller after allocation
@@ -13,6 +22,10 @@ struct MemoryAllocationRecord
     int line;                       // source line of the allocation request
     MemoryAllocationRecord* next;
     MemoryAllocationRecord* prev;
+#ifdef WIN32
+    bool trackStackTrace;
+    unsigned int pc[MAX_STACK_FRAMES];
+#endif
 };
 
 MemoryAllocationRecord* __memoryAllocations = 0;
@@ -99,6 +112,54 @@ void* debugAlloc(std::size_t size, const char* file, int line)
     rec->next = __memoryAllocations;
     rec->prev = 0;
 
+    // Capture the stack frame (up to MAX_STACK_FRAMES) if we 
+    // are running on Windows and the user has enabled it.
+#if defined(WIN32)
+    rec->trackStackTrace = __trackStackTrace;
+    if (rec->trackStackTrace)
+    {
+        static bool initialized = false;
+        if (!initialized)
+        {
+            if (!SymInitialize(GetCurrentProcess(), NULL, true))
+                gameplay::printError("Stack trace tracking will not work.");
+            initialized = true;
+        }
+    
+        // Get the current context (state of EBP, EIP, ESP registers).
+        static CONTEXT context;
+        RtlCaptureContext(&context);
+    
+        static STACKFRAME64 stackFrame;
+        memset(&stackFrame, 0, sizeof(STACKFRAME64));
+
+        // Initialize the stack frame based on the machine architecture.
+#ifdef _M_IX86
+        static const DWORD machineType = IMAGE_FILE_MACHINE_I386;
+        stackFrame.AddrPC.Offset = context.Eip;
+        stackFrame.AddrPC.Mode = AddrModeFlat;
+        stackFrame.AddrFrame.Offset = context.Ebp;
+        stackFrame.AddrFrame.Mode = AddrModeFlat;
+        stackFrame.AddrStack.Offset = context.Esp;
+        stackFrame.AddrStack.Mode = AddrModeFlat;
+#else
+#error "Machine architecture not supported!"
+#endif
+
+        // Walk up the stack and store the program counters.
+        memset(rec->pc, 0, sizeof(rec->pc));
+        for (int i = 0; i < MAX_STACK_FRAMES; i++)
+        {
+            rec->pc[i] = stackFrame.AddrPC.Offset;
+            if (!StackWalk64(machineType, GetCurrentProcess(), GetCurrentThread(), &stackFrame,
+                &context, NULL, SymFunctionTableAccess64, SymGetModuleBase64, NULL))
+            {
+                break;
+            }
+        }
+    }
+#endif
+
     if (__memoryAllocations)
         __memoryAllocations->prev = rec;
     __memoryAllocations = rec;
@@ -137,6 +198,70 @@ void debugFree(void* p)
     free(mem);
 }
 
+#ifdef WIN32
+void printStackTrace(MemoryAllocationRecord* rec)
+{
+    const unsigned int bufferSize = 512;
+
+    // Resolve the program counter to the corresponding function names.
+    unsigned int pc;
+    for (int i = 0; i < MAX_STACK_FRAMES; i++)
+    {
+        // Check to see if we are at the end of the stack trace.
+        pc = rec->pc[i];
+        if (pc == 0)
+            break;
+
+        // Get the function name.
+        unsigned char buffer[sizeof(IMAGEHLP_SYMBOL64) + bufferSize];
+        IMAGEHLP_SYMBOL64* symbol = (IMAGEHLP_SYMBOL64*)buffer;
+        DWORD64 displacement;
+        memset(symbol, 0, sizeof(IMAGEHLP_SYMBOL64) + bufferSize);
+        symbol->SizeOfStruct = sizeof(IMAGEHLP_SYMBOL64);
+        symbol->MaxNameLength = bufferSize;
+        if (!SymGetSymFromAddr64(GetCurrentProcess(), pc, &displacement, symbol))
+        {
+            gameplay::printError("[memory] STACK TRACE: <unknown location>");
+        }
+        else
+        {
+            symbol->Name[bufferSize - 1] = '\0';
+
+            // Check if we need to go further up the stack.
+            if (strncmp(symbol->Name, "operator new", 12) == 0)
+            {
+                // In operator new or new[], keep going...
+            }
+            else
+            {
+                // Get the file and line number.
+                if (pc != 0)
+                {
+                    IMAGEHLP_LINE64 line;
+                    DWORD displacement;
+                    memset(&line, 0, sizeof(line));
+                    line.SizeOfStruct = sizeof(line);
+                    if (!SymGetLineFromAddr64(GetCurrentProcess(), pc, &displacement, &line))
+                    {
+                        gameplay::printError("[memory] STACK TRACE: %s - <unknown file>:<unknown line number>", symbol->Name);
+                    }
+                    else
+                    {
+                        const char* file = strrchr(line.FileName, '\\');
+                        if(!file) 
+                            file = line.FileName;
+                        else
+                            file++;
+                        
+                        gameplay::printError("[memory] STACK TRACE: %s - %s:%d", symbol->Name, file, line.LineNumber);
+                    }
+                }
+            }
+        }
+    }
+}
+#endif
+
 extern void printMemoryLeaks()
 {
     // Dump general heap memory leaks
@@ -150,10 +275,32 @@ extern void printMemoryLeaks()
         MemoryAllocationRecord* rec = __memoryAllocations;
         while (rec)
         {
-            gameplay::printError("[memory] LEAK: HEAP allocation leak of size %d leak from line %d in file '%s'.", rec->size, rec->line, rec->file);
+#ifdef WIN32
+            if (rec->trackStackTrace)
+            {
+                gameplay::printError("[memory] LEAK: HEAP allocation leak at address %#x of size %d:", rec->address, rec->size);
+                printStackTrace(rec);
+            }
+            else
+                gameplay::printError("[memory] LEAK: HEAP allocation leak at address %#x of size %d from line %d in file '%s'.", rec->address, rec->size, rec->line, rec->file);
+#else
+            gameplay::printError("[memory] LEAK: HEAP allocation leak at address %#x of size %d from line %d in file '%s'.", rec->address, rec->size, rec->line, rec->file);
+#endif
             rec = rec->next;
         }
     }
 }
 
+#if defined(WIN32)
+void setTrackStackTrace(bool trackStackTrace)
+{
+    __trackStackTrace = trackStackTrace;
+}
+
+void toggleTrackStackTrace()
+{
+    __trackStackTrace = !__trackStackTrace;
+}
+#endif
+
 #endif

+ 14 - 0
gameplay/src/DebugNew.h

@@ -89,4 +89,18 @@ T* bullet_new(T1 t1, T2 t2, T3 t3, T4 t4, T5 t5, T6 t6, T7 t7, T8 t8, T9 t9)
 #endif
 }
 
+#if defined(WIN32)
+/**
+ * Sets whether stack traces are tracked on memory allocations or not.
+ * 
+ * @param trackStackTrace Whether to track the stack trace on memory allocations.
+ */
+void setTrackStackTrace(bool trackStackTrace);
+
+/**
+ * Toggles stack trace tracking on memory allocations.
+ */
+void toggleTrackStackTrace();
+#endif
+
 #endif

+ 6 - 5
gameplay/src/Game.cpp

@@ -21,6 +21,7 @@ Game::Game()
 {
     assert(__gameInstance == NULL);
     __gameInstance = this;
+    _timeEvents = new std::priority_queue<TimeEvent, std::vector<TimeEvent>, std::less<TimeEvent> >();
 }
 
 Game::Game(const Game& copy)
@@ -31,7 +32,7 @@ Game::~Game()
 {
     // Do not call any virtual functions from the destructor.
     // Finalization is done from outside this class.
-
+    delete _timeEvents;
 #ifdef GAMEPLAY_MEM_LEAK_DETECTION
     Ref::printLeaks();
     printMemoryLeaks();
@@ -280,7 +281,7 @@ void Game::schedule(long timeOffset, TimeListener* timeListener, void* cookie)
 {
     assert(timeListener);
     TimeEvent timeEvent(getGameTime() + timeOffset, timeListener, cookie);
-    _timeEvents.push(timeEvent);
+    _timeEvents->push(timeEvent);
 }
 
 bool Game::mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta)
@@ -304,15 +305,15 @@ void Game::updateOnce()
 
 void Game::fireTimeEvents(long frameTime)
 {
-    while (_timeEvents.size() > 0)
+    while (_timeEvents->size() > 0)
     {
-        const TimeEvent* timeEvent = &_timeEvents.top();
+        const TimeEvent* timeEvent = &_timeEvents->top();
         if (timeEvent->time > frameTime)
         {
             break;
         }
         timeEvent->listener->timeEvent(frameTime - timeEvent->time, timeEvent->cookie);
-        _timeEvents.pop();
+        _timeEvents->pop();
     }
 }
 

+ 14 - 1
gameplay/src/Game.h

@@ -392,7 +392,9 @@ private:
     AudioController* _audioController;          // Controls audio sources that are playing in the game.
     PhysicsController* _physicsController;      // Controls the simulation of a physics scene and entities.
     AudioListener* _audioListener;              // The audio listener in 3D space.
-    std::priority_queue<TimeEvent, std::vector<TimeEvent>, std::less<TimeEvent> > _timeEvents; // Contains the scheduled time events.
+    std::priority_queue<TimeEvent, std::vector<TimeEvent>, std::less<TimeEvent> >* _timeEvents; // Contains the scheduled time events.
+
+    // Note: Do not add STL object member variables on the stack; this will cause false memory leaks to be reported.
 
     friend class SplashDisplayer;
 };
@@ -425,6 +427,17 @@ private:
     long _startTime;
 };
 
+/**
+ * Displays a splash screen using the {@link Game#renderOnce} mechanism for at least the given amount
+ * of time. This function is intended to be called at the beginning of a block of code that is be 
+ * executed while the splash screen is displayed (i.e. Game#initialize). This function will block 
+ * at the end of the block of code in which it is called for the amount of time that has not yet elapsed.
+ * 
+ * @param instance See {@link Game#renderOnce}.
+ * @param method See {@link Game#renderOnce}.
+ * @param cookie See {@link Game#renderOnce}.
+ * @param time The minimum amount of time to display the splash screen (in milliseconds).
+ */
 #define displaySplash(instance, method, cookie, time) \
     SplashDisplayer __##instance##SplashDisplayer; \
     __##instance##SplashDisplayer.run(instance, method, cookie, time)