friend class EndOfFunctionNodeBuilder;
friend class CallEnterNodeBuilder;
friend class CallExitNodeBuilder;
- friend class ExprEngine;
public:
typedef std::vector<std::pair<BlockEdge, const ExplodedNode*> >
void enqueueStmtNode(ExplodedNode *N,
const CFGBlock *Block, unsigned Idx);
+ ExplodedNode *generateCallExitNode(ExplodedNode *N);
+
public:
/// Construct a CoreEngine object to analyze the provided CFG using
/// a DFS exploration of the exploded graph.
}
/// \brief Enqueue the given set of nodes onto the work list.
- void enqueue(ExplodedNodeSet &NB);
+ void enqueue(ExplodedNodeSet &Set);
/// \brief Enqueue nodes that were created as a result of processing
/// a statement onto the work list.
void enqueue(ExplodedNodeSet &Set, const CFGBlock *Block, unsigned Idx);
+
+ /// \brief enqueue the nodes corresponding to the end of function onto the
+ /// end of path / work list.
+ void enqueueEndOfFunction(ExplodedNodeSet &Set);
};
// TODO: Turn into a calss.
WList->enqueue(Succ, Block, Idx+1);
}
+ExplodedNode *CoreEngine::generateCallExitNode(ExplodedNode *N) {
+ // Create a CallExit node and enqueue it.
+ const StackFrameContext *LocCtx
+ = cast<StackFrameContext>(N->getLocationContext());
+ const Stmt *CE = LocCtx->getCallSite();
+
+ // Use the the callee location context.
+ CallExit Loc(CE, LocCtx);
+
+ bool isNew;
+ ExplodedNode *Node = G->getNode(Loc, N->getState(), &isNew);
+ Node->addPredecessor(N, *G);
+ return isNew ? Node : 0;
+}
+
+
void CoreEngine::enqueue(ExplodedNodeSet &Set) {
for (ExplodedNodeSet::iterator I = Set.begin(),
E = Set.end(); I != E; ++I) {
}
}
+void CoreEngine::enqueueEndOfFunction(ExplodedNodeSet &Set) {
+ for (ExplodedNodeSet::iterator I = Set.begin(), E = Set.end(); I != E; ++I) {
+ ExplodedNode *N = *I;
+ // If we are in an inlined call, generate CallExit node.
+ if (N->getLocationContext()->getParent()) {
+ N = generateCallExitNode(N);
+ if (N)
+ WList->enqueue(N);
+ } else
+ G->addEndOfPath(N);
+ }
+}
+
ExplodedNode* NodeBuilder::generateNodeImpl(const ProgramPoint &Loc,
const ProgramState *State,
builder.generateNode(I, state);
}
-// TODO: The next two functions should be moved into CoreEngine.
-void ExprEngine::GenerateCallExitNode(ExplodedNode *N) {
- // Create a CallExit node and enqueue it.
- const StackFrameContext *LocCtx
- = cast<StackFrameContext>(N->getLocationContext());
- const Stmt *CE = LocCtx->getCallSite();
-
- // Use the the callee location context.
- CallExit Loc(CE, LocCtx);
-
- bool isNew;
- ExplodedNode *Node = Engine.G->getNode(Loc, N->getState(), &isNew);
- Node->addPredecessor(N, *Engine.G);
-
- if (isNew)
- Engine.WList->enqueue(Node);
-}
-
-void ExprEngine::enqueueEndOfPath(ExplodedNodeSet &S) {
- for (ExplodedNodeSet::iterator I = S.begin(), E = S.end(); I != E; ++I) {
- ExplodedNode *N = *I;
- // If we are in an inlined call, generate CallExit node.
- if (N->getLocationContext()->getParent())
- GenerateCallExitNode(N);
- else
- Engine.G->addEndOfPath(N);
- }
-}
-
/// ProcessEndPath - Called by CoreEngine. Used to generate end-of-path
/// nodes when the control reaches the end of a function.
void ExprEngine::processEndOfFunction(NodeBuilderContext& BC) {
StateMgr.EndPath(BC.Pred->getState());
ExplodedNodeSet Dst;
getCheckerManager().runCheckersForEndPath(BC, Dst, *this);
- enqueueEndOfPath(Dst);
+ Engine.enqueueEndOfFunction(Dst);
}
/// ProcessSwitch - Called by CoreEngine. Used to generate successor