php-src/Zend/zend_objects_API.c
Nikita Popov 5af997ed81 Don't use zend_try around dtor_obj() and free_obj()
Without these zend_trys we may
a) leak the object (fine)
b) don't add it to the free list (also fine, we just lose an
   object store bucket)
c) don't remove it from the GC root buffer (also fine, because GC
   explicitly checks for both FREE_CALLED and invalid buckets)
2017-05-04 20:57:25 +02:00

214 lines
6.7 KiB
C

/*
+----------------------------------------------------------------------+
| Zend Engine |
+----------------------------------------------------------------------+
| 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"
#include "zend_objects_API.h"
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*));
}
ZEND_API void zend_objects_store_destroy(zend_objects_store *objects)
{
efree(objects->object_buckets);
objects->object_buckets = NULL;
}
ZEND_API void zend_objects_store_call_destructors(zend_objects_store *objects)
{
if (objects->top > 1) {
uint32_t i;
for (i = 1; i < objects->top; i++) {
zend_object *obj = objects->object_buckets[i];
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)--;
}
}
}
}
}
ZEND_API void zend_objects_store_mark_destructed(zend_objects_store *objects)
{
if (objects->object_buckets && objects->top > 1) {
zend_object **obj_ptr = objects->object_buckets + 1;
zend_object **end = objects->object_buckets + objects->top;
do {
zend_object *obj = *obj_ptr;
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_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 */
end = objects->object_buckets + 1;
obj_ptr = objects->object_buckets + objects->top;
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 */
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;
ZEND_API void zend_objects_store_free(zend_object *object) /* {{{ */
{
uint32_t handle = object->handle;
void *ptr = ((char*)object) - object->handlers->offset;
GC_REMOVE_FROM_BUFFER(object);
efree(ptr);
ZEND_OBJECTS_STORE_ADD_TO_FREE_LIST(handle);
}
/* }}} */
ZEND_API void zend_objects_store_del(zend_object *object) /* {{{ */
{
/* 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)--;
}
}
if (GC_REFCOUNT(object) == 0) {
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)--;
}
}
ptr = ((char*)object) - object->handlers->offset;
GC_REMOVE_FROM_BUFFER(object);
efree(ptr);
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.
* */
ZEND_API void zend_object_store_set_object(zval *zobject, zend_object *object)
{
EG(objects_store).object_buckets[Z_OBJ_HANDLE_P(zobject)] = object;
}
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:
*/