// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #import "chrome/common/mac/objc_zombie.h" #include #include #import #include #include "base/debug/crash_logging.h" #include "base/debug/stack_trace.h" #include "base/lazy_instance.h" #include "base/logging.h" #include "base/posix/eintr_wrapper.h" #include "base/strings/stringprintf.h" #include "base/synchronization/lock.h" #include "chrome/common/crash_keys.h" #if !defined(OS_IOS) && (MAC_OS_X_VERSION_MAX_ALLOWED <= MAC_OS_X_VERSION_10_6) // Apparently objc/runtime.h doesn't define this with the 10.6 SDK yet. // The docs say it exists since 10.6 however. OBJC_EXPORT void *objc_destructInstance(id obj); #endif // Deallocated objects are re-classed as |CrZombie|. No superclass // because then the class would have to override many/most of the // inherited methods (|NSObject| is like a category magnet!). // Without the __attribute__, clang's -Wobjc-root-class warns on the missing // superclass. __attribute__((objc_root_class)) @interface CrZombie { Class isa; } @end // Objects with enough space are made into "fat" zombies, which // directly remember which class they were until reallocated. @interface CrFatZombie : CrZombie { @public Class wasa; } @end namespace { // The depth of backtrace to store with zombies. This directly influences // the amount of memory required to track zombies, so should be kept as // small as is useful. Unfortunately, too small and it won't poke through // deep autorelease and event loop stacks. // NOTE(shess): Breakpad currently restricts values to 255 bytes. The // trace is hex-encoded with "0x" prefix and " " separators, meaning // the maximum number of 32-bit items which can be encoded is 23. const size_t kBacktraceDepth = 20; // The original implementation for |-[NSObject dealloc]|. IMP g_originalDeallocIMP = NULL; // Classes which freed objects become. |g_fatZombieSize| is the // minimum object size which can be made into a fat zombie (which can // remember which class it was before free, even after falling off the // treadmill). Class g_zombieClass = Nil; // cached [CrZombie class] Class g_fatZombieClass = Nil; // cached [CrFatZombie class] size_t g_fatZombieSize = 0; // Whether to zombie all freed objects, or only those which return YES // from |-shouldBecomeCrZombie|. BOOL g_zombieAllObjects = NO; // Protects |g_zombieCount|, |g_zombieIndex|, and |g_zombies|. base::LazyInstance::Leaky g_lock = LAZY_INSTANCE_INITIALIZER; // How many zombies to keep before freeing, and the current head of // the circular buffer. size_t g_zombieCount = 0; size_t g_zombieIndex = 0; typedef struct { id object; // The zombied object. Class wasa; // Value of |object->isa| before we replaced it. void* trace[kBacktraceDepth]; // Backtrace at point of deallocation. size_t traceDepth; // Actual depth of trace[]. } ZombieRecord; ZombieRecord* g_zombies = NULL; // Replacement |-dealloc| which turns objects into zombies and places // them into |g_zombies| to be freed later. void ZombieDealloc(id self, SEL _cmd) { // This code should only be called when it is implementing |-dealloc|. DCHECK_EQ(_cmd, @selector(dealloc)); // Use the original |-dealloc| if the object doesn't wish to be // zombied. if (!g_zombieAllObjects && ![self shouldBecomeCrZombie]) { g_originalDeallocIMP(self, _cmd); return; } Class wasa = object_getClass(self); const size_t size = class_getInstanceSize(wasa); // Destroy the instance by calling C++ destructors and clearing it // to something unlikely to work well if someone references it. // NOTE(shess): |object_dispose()| will call this again when the // zombie falls off the treadmill! But by then |isa| will be a // class without C++ destructors or associative references, so it // won't hurt anything. objc_destructInstance(self); memset(self, '!', size); // If the instance is big enough, make it into a fat zombie and have // it remember the old |isa|. Otherwise make it a regular zombie. // Setting |isa| rather than using |object_setClass()| because that // function is implemented with a memory barrier. The runtime's // |_internal_object_dispose()| (in objc-class.m) does this, so it // should be safe (messaging free'd objects shouldn't be expected to // be thread-safe in the first place). #pragma clang diagnostic push // clang warns about direct access to isa. #pragma clang diagnostic ignored "-Wdeprecated-objc-isa-usage" if (size >= g_fatZombieSize) { self->isa = g_fatZombieClass; static_cast(self)->wasa = wasa; } else { self->isa = g_zombieClass; } #pragma clang diagnostic pop // The new record to swap into |g_zombies|. If |g_zombieCount| is // zero, then |self| will be freed immediately. ZombieRecord zombieToFree = {self, wasa}; zombieToFree.traceDepth = std::max(backtrace(zombieToFree.trace, kBacktraceDepth), 0); // Don't involve the lock when creating zombies without a treadmill. if (g_zombieCount > 0) { base::AutoLock pin(g_lock.Get()); // Check the count again in a thread-safe manner. if (g_zombieCount > 0) { // Put the current object on the treadmill and keep the previous // occupant. std::swap(zombieToFree, g_zombies[g_zombieIndex]); // Bump the index forward. g_zombieIndex = (g_zombieIndex + 1) % g_zombieCount; } } // Do the free out here to prevent any chance of deadlock. if (zombieToFree.object) object_dispose(zombieToFree.object); } // Search the treadmill for |object| and fill in |*record| if found. // Returns YES if found. BOOL GetZombieRecord(id object, ZombieRecord* record) { // Holding the lock is reasonable because this should be fast, and // the process is going to crash presently anyhow. base::AutoLock pin(g_lock.Get()); for (size_t i = 0; i < g_zombieCount; ++i) { if (g_zombies[i].object == object) { *record = g_zombies[i]; return YES; } } return NO; } // Dump the symbols. This is pulled out into a function to make it // easy to use DCHECK to dump only in debug builds. BOOL DumpDeallocTrace(const void* const* array, int size) { // Async-signal safe version of fputs, consistent with StackTrace::Print(). const char message[] = "Backtrace from -dealloc:\n"; ignore_result(HANDLE_EINTR(write(STDERR_FILENO, message, strlen(message)))); base::debug::StackTrace(array, size).Print(); return YES; } // Log a message to a freed object. |wasa| is the object's original // class. |aSelector| is the selector which the calling code was // attempting to send. |viaSelector| is the selector of the // dispatch-related method which is being invoked to send |aSelector| // (for instance, -respondsToSelector:). void ZombieObjectCrash(id object, SEL aSelector, SEL viaSelector) { ZombieRecord record; BOOL found = GetZombieRecord(object, &record); // The object's class can be in the zombie record, but if that is // not available it can also be in the object itself (in most cases). Class wasa = Nil; if (found) { wasa = record.wasa; } else if (object_getClass(object) == g_fatZombieClass) { wasa = static_cast(object)->wasa; } const char* wasaName = (wasa ? class_getName(wasa) : ""); std::string aString = base::StringPrintf("Zombie <%s: %p> received -%s", wasaName, object, sel_getName(aSelector)); if (viaSelector != NULL) { const char* viaName = sel_getName(viaSelector); base::StringAppendF(&aString, " (via -%s)", viaName); } // Set a value for breakpad to report. base::debug::SetCrashKeyValue(crash_keys::mac::kZombie, aString); // Encode trace into a breakpad key. if (found) { base::debug::SetCrashKeyFromAddresses( crash_keys::mac::kZombieTrace, record.trace, record.traceDepth); } // Log -dealloc backtrace in debug builds then crash with a useful // stack trace. if (found && record.traceDepth) { DCHECK(DumpDeallocTrace(record.trace, record.traceDepth)); } else { DLOG(WARNING) << "Unable to generate backtrace from -dealloc."; } DLOG(FATAL) << aString; // This is how about:crash is implemented. Using instead of // |base::debug::BreakDebugger()| or |LOG(FATAL)| to make the top of // stack more immediately obvious in crash dumps. int* zero = NULL; *zero = 0; } // Initialize our globals, returning YES on success. BOOL ZombieInit() { static BOOL initialized = NO; if (initialized) return YES; Class rootClass = [NSObject class]; g_originalDeallocIMP = class_getMethodImplementation(rootClass, @selector(dealloc)); // objc_getClass() so CrZombie doesn't need +class. g_zombieClass = objc_getClass("CrZombie"); g_fatZombieClass = objc_getClass("CrFatZombie"); g_fatZombieSize = class_getInstanceSize(g_fatZombieClass); if (!g_originalDeallocIMP || !g_zombieClass || !g_fatZombieClass) return NO; initialized = YES; return YES; } } // namespace @implementation CrZombie // The Objective-C runtime needs to be able to call this successfully. + (void)initialize { } // Any method not explicitly defined will end up here, forcing a // crash. - (id)forwardingTargetForSelector:(SEL)aSelector { ZombieObjectCrash(self, aSelector, NULL); return nil; } // Override a few methods often used for dynamic dispatch to log the // message the caller is attempting to send, rather than the utility // method being used to send it. - (BOOL)respondsToSelector:(SEL)aSelector { ZombieObjectCrash(self, aSelector, _cmd); return NO; } - (id)performSelector:(SEL)aSelector { ZombieObjectCrash(self, aSelector, _cmd); return nil; } - (id)performSelector:(SEL)aSelector withObject:(id)anObject { ZombieObjectCrash(self, aSelector, _cmd); return nil; } - (id)performSelector:(SEL)aSelector withObject:(id)anObject withObject:(id)anotherObject { ZombieObjectCrash(self, aSelector, _cmd); return nil; } - (void)performSelector:(SEL)aSelector withObject:(id)anArgument afterDelay:(NSTimeInterval)delay { ZombieObjectCrash(self, aSelector, _cmd); } @end @implementation CrFatZombie // This implementation intentionally left empty. @end @implementation NSObject (CrZombie) - (BOOL)shouldBecomeCrZombie { return NO; } @end namespace ObjcEvilDoers { bool ZombieEnable(bool zombieAllObjects, size_t zombieCount) { // Only allow enable/disable on the main thread, just to keep things // simple. DCHECK([NSThread isMainThread]); if (!ZombieInit()) return false; g_zombieAllObjects = zombieAllObjects; // Replace the implementation of -[NSObject dealloc]. Method m = class_getInstanceMethod([NSObject class], @selector(dealloc)); if (!m) return false; const IMP prevDeallocIMP = method_setImplementation(m, (IMP)ZombieDealloc); DCHECK(prevDeallocIMP == g_originalDeallocIMP || prevDeallocIMP == (IMP)ZombieDealloc); // Grab the current set of zombies. This is thread-safe because // only the main thread can change these. const size_t oldCount = g_zombieCount; ZombieRecord* oldZombies = g_zombies; { base::AutoLock pin(g_lock.Get()); // Save the old index in case zombies need to be transferred. size_t oldIndex = g_zombieIndex; // Create the new zombie treadmill, disabling zombies in case of // failure. g_zombieIndex = 0; g_zombieCount = zombieCount; g_zombies = NULL; if (g_zombieCount) { g_zombies = static_cast(calloc(g_zombieCount, sizeof(*g_zombies))); if (!g_zombies) { NOTREACHED(); g_zombies = oldZombies; g_zombieCount = oldCount; g_zombieIndex = oldIndex; ZombieDisable(); return false; } } // If the count is changing, allow some of the zombies to continue // shambling forward. const size_t sharedCount = std::min(oldCount, zombieCount); if (sharedCount) { // Get index of the first shared zombie. oldIndex = (oldIndex + oldCount - sharedCount) % oldCount; for (; g_zombieIndex < sharedCount; ++ g_zombieIndex) { DCHECK_LT(g_zombieIndex, g_zombieCount); DCHECK_LT(oldIndex, oldCount); std::swap(g_zombies[g_zombieIndex], oldZombies[oldIndex]); oldIndex = (oldIndex + 1) % oldCount; } g_zombieIndex %= g_zombieCount; } } // Free the old treadmill and any remaining zombies. if (oldZombies) { for (size_t i = 0; i < oldCount; ++i) { if (oldZombies[i].object) object_dispose(oldZombies[i].object); } free(oldZombies); } return true; } void ZombieDisable() { // Only allow enable/disable on the main thread, just to keep things // simple. DCHECK([NSThread isMainThread]); // |ZombieInit()| was never called. if (!g_originalDeallocIMP) return; // Put back the original implementation of -[NSObject dealloc]. Method m = class_getInstanceMethod([NSObject class], @selector(dealloc)); DCHECK(m); method_setImplementation(m, g_originalDeallocIMP); // Can safely grab this because it only happens on the main thread. const size_t oldCount = g_zombieCount; ZombieRecord* oldZombies = g_zombies; { base::AutoLock pin(g_lock.Get()); // In case any -dealloc are in progress. g_zombieCount = 0; g_zombies = NULL; } // Free any remaining zombies. if (oldZombies) { for (size_t i = 0; i < oldCount; ++i) { if (oldZombies[i].object) object_dispose(oldZombies[i].object); } free(oldZombies); } } } // namespace ObjcEvilDoers