Remove NetworkSourceLine{Resolver,Server} and related code. It never wound up being useful enough to use in production, so let's drop the maintenence burden

R=jessicag at http://breakpad.appspot.com/292001/show

git-svn-id: http://google-breakpad.googlecode.com/svn/trunk@795 4c0a9323-5329-0410-9bdc-e9ce6186880e
This commit is contained in:
ted.mielczarek 2011-07-07 20:53:52 +00:00
parent 3ca4a120de
commit 69607b678f
17 changed files with 7 additions and 4129 deletions

View file

@ -1,187 +0,0 @@
// Copyright (c) 2010, Google Inc.
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// NetworkSourceLineResolver implements SourceLineResolverInterface and
// SymbolSupplier using a UDP-based network protocol to communicate to a
// server process which handles the lower-level details of loading symbols
// and resolving source info. When used, it must be used simultaneously
// as the SourceLineResolver and SymbolSupplier.
//
// See network_source_line_server.h for a description of the protocol used.
// An implementation of the server side of the protocol is provided there
// as NetworkSourceLineServer.
//
// Note the network_source_line resolver can only properly load certain
// stack frame elements in a limited number of environments (Windows and CFI).
#ifndef GOOGLE_BREAKPAD_PROCESSOR_NETWORK_SOURCE_LINE_RESOLVER_H__
#define GOOGLE_BREAKPAD_PROCESSOR_NETWORK_SOURCE_LINE_RESOLVER_H__
#include <sys/socket.h>
#include <map>
#include <set>
#include "google_breakpad/common/breakpad_types.h"
#include "google_breakpad/processor/source_line_resolver_interface.h"
#include "google_breakpad/processor/stack_frame.h"
#include "google_breakpad/processor/symbol_supplier.h"
#include "processor/binarystream.h"
#include "processor/linked_ptr.h"
#include "processor/network_interface.h"
namespace google_breakpad {
using std::string;
class NetworkSourceLineResolver : public SourceLineResolverInterface,
public SymbolSupplier {
public:
// The server and port to connect to, and the
// maximum time (in milliseconds) to wait for network replies.
NetworkSourceLineResolver(const string &server,
unsigned short port,
int wait_milliseconds);
// The network interface to connect to, and maximum wait time.
NetworkSourceLineResolver(NetworkInterface *net,
int wait_milliseconds);
virtual ~NetworkSourceLineResolver();
// SourceLineResolverInterface methods, see source_line_resolver_interface.h
// for more details.
// These methods are actually NOOPs in this implementation.
// The server loads modules as a result of the GetSymbolFile call.
// Since we're both the symbol supplier and source line resolver,
// this is an optimization.
virtual bool LoadModule(const CodeModule *module, const string &map_file);
virtual bool LoadModuleUsingMapBuffer(const CodeModule *module,
const string &map_buffer);
virtual bool LoadModuleUsingMemoryBuffer(const CodeModule *module,
char *memory_buffer);
// It doesn't matter whether returns true or false, since no memory buffer
// will be allocated in GetCStringSymbolData().
virtual bool ShouldDeleteMemoryBufferAfterLoadModule() { return true; }
void UnloadModule(const CodeModule *module);
virtual bool HasModule(const CodeModule *module);
virtual void FillSourceLineInfo(StackFrame *frame);
virtual WindowsFrameInfo *FindWindowsFrameInfo(const StackFrame *frame);
virtual CFIFrameInfo *FindCFIFrameInfo(const StackFrame *frame);
// SymbolSupplier methods, see symbol_supplier.h for more details.
// Note that the server will actually load the symbol data
// in response to this request, as an optimization.
virtual SymbolResult GetSymbolFile(const CodeModule *module,
const SystemInfo *system_info,
string *symbol_file);
//FIXME: we'll never return symbol_data here, it doesn't make sense.
// the SymbolSupplier interface should just state that the supplier
// *may* fill in symbol_data if it desires, and clients should
// handle it gracefully either way.
virtual SymbolResult GetSymbolFile(const CodeModule *module,
const SystemInfo *system_info,
string *symbol_file,
string *symbol_data);
// Similar as the above GetSymbolFile() method, see the comment above.
virtual SymbolResult GetCStringSymbolData(const CodeModule *module,
const SystemInfo *system_info,
string *symbol_file,
char **symbol_data);
// Delete the data buffer allocated in GetCStringSymbolData().
// Since the above GetCStringSymbolData() won't allocate any memory at all,
// this method is no-op.
virtual void FreeSymbolData(const CodeModule *module) { }
private:
int wait_milliseconds_;
// if false, some part of our network setup failed.
bool initialized_;
// sequence number of the last request we made
u_int16_t sequence_;
NetworkInterface *net_;
// cached list of loaded modules, so we can quickly answer
// HasModule requests for modules we've already queried the
// server about, avoiding another network round-trip.
std::set<string> module_cache_;
// cached list of modules for which we don't have symbols,
// so we can short-circuit that as well.
std::set<string> no_symbols_cache_;
// Cached list of source line info, to avoid repeated GET requests
// for the same frame. In Multithreaded apps that use the same
// framework across threads, it's pretty common to hit the same
// exact set of frames in multiple threads.
// Data is stored in the cache keyed by instruction pointer
typedef std::map<u_int64_t, StackFrame> SourceCache;
SourceCache source_line_info_cache_;
// Cached list of WindowsFrameInfo/CFIFrameInfo, for the same reason.
// Stored as serialized strings to avoid shuffling around pointers.
typedef std::map<u_int64_t, string> FrameInfoCache;
typedef enum {
kWindowsFrameInfo = 0,
kCFIFrameInfo = 1,
} FrameInfoType;
FrameInfoCache frame_info_cache_[2];
// Send a message to the server, wait a certain amount of time for a reply.
// Returns true if a response is received, with the response data
// in |response|.
// Returns false if the response times out.
bool SendMessageGetResponse(const binarystream &message,
binarystream &response);
// See if this stack frame is cached, and fill in the source line info
// if so.
bool FindCachedSourceLineInfo(StackFrame *frame) const;
bool FindCachedFrameInfo(const StackFrame *frame,
FrameInfoType type,
string *info) const;
// Save this stack frame in the cache
void CacheSourceLineInfo(const StackFrame *frame);
void CacheFrameInfo(const StackFrame *frame,
FrameInfoType type,
const string &info);
// Disallow unwanted copy ctor and assignment operator
NetworkSourceLineResolver(const NetworkSourceLineResolver&);
void operator=(const NetworkSourceLineResolver&);
};
} // namespace google_breakpad
#endif // GOOGLE_BREAKPAD_PROCESSOR_NETWORK_SOURCE_LINE_RESOLVER_H__