//========= 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