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// 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 <AvailabilityMacros.h>
#include <execinfo.h>
#import <objc/runtime.h>
#include <algorithm>
#include "base/debug/crash_logging.h"
#include "base/debug/stack_trace.h"
#include "base/lazy_instance.h"
#include "base/logging.h"
#include "base/stringprintf.h"
#include "base/synchronization/lock.h"
#include "chrome/common/crash_keys.h"
#import "chrome/common/mac/objc_method_swizzle.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<base::Lock>::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<CrFatZombie*>(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) {
fprintf(stderr, "Backtrace from -dealloc:\n");
base::debug::StackTrace(array, size).PrintBacktrace();
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<CrFatZombie*>(object)->wasa;
}
const char* wasaName = (wasa ? class_getName(wasa) : "<unknown>");
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(INFO) << "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<ZombieRecord*>(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
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