source-engine/public/gcsdk/gcsystemaccess.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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C++

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