php-src/Zend/zend_objects_API.c

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/*
+----------------------------------------------------------------------+
| Zend Engine |
+----------------------------------------------------------------------+
2017-01-02 23:30:12 +08:00
| Copyright (c) 1998-2017 Zend Technologies Ltd. (http://www.zend.com) |
+----------------------------------------------------------------------+
| This source file is subject to version 2.00 of the Zend license, |
| that is bundled with this package in the file LICENSE, and is |
| available through the world-wide-web at the following url: |
| http://www.zend.com/license/2_00.txt. |
| If you did not receive a copy of the Zend license and are unable to |
| obtain it through the world-wide-web, please send a note to |
| license@zend.com so we can mail you a copy immediately. |
+----------------------------------------------------------------------+
| Authors: Andi Gutmans <andi@zend.com> |
| Zeev Suraski <zeev@zend.com> |
| Dmitry Stogov <dmitry@zend.com> |
+----------------------------------------------------------------------+
*/
/* $Id$ */
#include "zend.h"
#include "zend_globals.h"
#include "zend_variables.h"
#include "zend_API.h"
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#include "zend_objects_API.h"
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ZEND_API void zend_objects_store_init(zend_objects_store *objects, uint32_t init_size)
{
objects->object_buckets = (zend_object **) emalloc(init_size * sizeof(zend_object*));
objects->top = 1; /* Skip 0 so that handles are true */
objects->size = init_size;
objects->free_list_head = -1;
memset(&objects->object_buckets[0], 0, sizeof(zend_object*));
}
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ZEND_API void zend_objects_store_destroy(zend_objects_store *objects)
{
efree(objects->object_buckets);
objects->object_buckets = NULL;
}
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ZEND_API void zend_objects_store_call_destructors(zend_objects_store *objects)
{
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if (objects->top > 1) {
uint32_t i;
for (i = 1; i < objects->top; i++) {
zend_object *obj = objects->object_buckets[i];
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if (IS_OBJ_VALID(obj)) {
if (!(GC_FLAGS(obj) & IS_OBJ_DESTRUCTOR_CALLED)) {
GC_FLAGS(obj) |= IS_OBJ_DESTRUCTOR_CALLED;
GC_REFCOUNT(obj)++;
obj->handlers->dtor_obj(obj);
GC_REFCOUNT(obj)--;
}
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}
}
}
}
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ZEND_API void zend_objects_store_mark_destructed(zend_objects_store *objects)
{
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if (objects->object_buckets && objects->top > 1) {
zend_object **obj_ptr = objects->object_buckets + 1;
zend_object **end = objects->object_buckets + objects->top;
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do {
zend_object *obj = *obj_ptr;
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if (IS_OBJ_VALID(obj)) {
GC_FLAGS(obj) |= IS_OBJ_DESTRUCTOR_CALLED;
}
obj_ptr++;
} while (obj_ptr != end);
}
}
ZEND_API void zend_objects_store_free_object_storage(zend_objects_store *objects, zend_bool fast_shutdown)
{
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zend_object **obj_ptr, **end, *obj;
if (objects->top <= 1) {
return;
}
/* Free object contents, but don't free objects themselves, so they show up as leaks */
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end = objects->object_buckets + 1;
obj_ptr = objects->object_buckets + objects->top;
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if (fast_shutdown) {
do {
obj_ptr--;
obj = *obj_ptr;
if (IS_OBJ_VALID(obj)) {
if (!(GC_FLAGS(obj) & IS_OBJ_FREE_CALLED)) {
GC_FLAGS(obj) |= IS_OBJ_FREE_CALLED;
if (obj->handlers->free_obj && obj->handlers->free_obj != zend_object_std_dtor) {
GC_REFCOUNT(obj)++;
obj->handlers->free_obj(obj);
GC_REFCOUNT(obj)--;
}
}
}
} while (obj_ptr != end);
} else {
do {
obj_ptr--;
obj = *obj_ptr;
if (IS_OBJ_VALID(obj)) {
if (!(GC_FLAGS(obj) & IS_OBJ_FREE_CALLED)) {
GC_FLAGS(obj) |= IS_OBJ_FREE_CALLED;
if (obj->handlers->free_obj) {
GC_REFCOUNT(obj)++;
obj->handlers->free_obj(obj);
GC_REFCOUNT(obj)--;
}
}
}
} while (obj_ptr != end);
}
}
/* Store objects API */
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ZEND_API void zend_objects_store_put(zend_object *object)
{
int handle;
/* When in shutdown sequesnce - do not reuse previously freed handles, to make sure
* the dtors for newly created objects are called in zend_objects_store_call_destructors() loop
*/
if (!(EG(flags) & EG_FLAGS_IN_SHUTDOWN) && EG(objects_store).free_list_head != -1) {
handle = EG(objects_store).free_list_head;
EG(objects_store).free_list_head = GET_OBJ_BUCKET_NUMBER(EG(objects_store).object_buckets[handle]);
} else {
if (EG(objects_store).top == EG(objects_store).size) {
EG(objects_store).size <<= 1;
EG(objects_store).object_buckets = (zend_object **) erealloc(EG(objects_store).object_buckets, EG(objects_store).size * sizeof(zend_object*));
}
handle = EG(objects_store).top++;
}
object->handle = handle;
EG(objects_store).object_buckets[handle] = object;
}
#define ZEND_OBJECTS_STORE_ADD_TO_FREE_LIST(handle) \
SET_OBJ_BUCKET_NUMBER(EG(objects_store).object_buckets[handle], EG(objects_store).free_list_head); \
EG(objects_store).free_list_head = handle;
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ZEND_API void zend_objects_store_free(zend_object *object) /* {{{ */
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{
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uint32_t handle = object->handle;
void *ptr = ((char*)object) - object->handlers->offset;
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GC_REMOVE_FROM_BUFFER(object);
efree(ptr);
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ZEND_OBJECTS_STORE_ADD_TO_FREE_LIST(handle);
}
/* }}} */
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ZEND_API void zend_objects_store_del(zend_object *object) /* {{{ */
{
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/* Make sure we hold a reference count during the destructor call
otherwise, when the destructor ends the storage might be freed
when the refcount reaches 0 a second time
*/
if (EG(objects_store).object_buckets &&
IS_OBJ_VALID(EG(objects_store).object_buckets[object->handle])) {
if (GC_REFCOUNT(object) == 0) {
if (!(GC_FLAGS(object) & IS_OBJ_DESTRUCTOR_CALLED)) {
GC_FLAGS(object) |= IS_OBJ_DESTRUCTOR_CALLED;
if (object->handlers->dtor_obj) {
GC_REFCOUNT(object)++;
object->handlers->dtor_obj(object);
GC_REFCOUNT(object)--;
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}
}
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if (GC_REFCOUNT(object) == 0) {
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uint32_t handle = object->handle;
void *ptr;
EG(objects_store).object_buckets[handle] = SET_OBJ_INVALID(object);
if (!(GC_FLAGS(object) & IS_OBJ_FREE_CALLED)) {
GC_FLAGS(object) |= IS_OBJ_FREE_CALLED;
if (object->handlers->free_obj) {
GC_REFCOUNT(object)++;
object->handlers->free_obj(object);
GC_REFCOUNT(object)--;
}
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}
ptr = ((char*)object) - object->handlers->offset;
GC_REMOVE_FROM_BUFFER(object);
efree(ptr);
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ZEND_OBJECTS_STORE_ADD_TO_FREE_LIST(handle);
}
} else {
GC_REFCOUNT(object)--;
}
}
}
/* }}} */
/* zend_object_store_set_object:
* It is ONLY valid to call this function from within the constructor of an
* overloaded object. Its purpose is to set the object pointer for the object
* when you can't possibly know its value until you have parsed the arguments
* from the constructor function. You MUST NOT use this function for any other
* weird games, or call it at any other time after the object is constructed.
* */
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ZEND_API void zend_object_store_set_object(zval *zobject, zend_object *object)
{
EG(objects_store).object_buckets[Z_OBJ_HANDLE_P(zobject)] = object;
}
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ZEND_API zend_object_handlers *zend_get_std_object_handlers(void)
{
return &std_object_handlers;
}
/*
* Local variables:
* tab-width: 4
* c-basic-offset: 4
* indent-tabs-mode: t
* End:
*/