}
void ExprEngine::ProcessStmt(const CFGStmt S, StmtNodeBuilder& builder) {
+ // TODO: Use RAII to remove the unnecessary, tagged nodes.
+ //RegisterCreatedNodes registerCreatedNodes(getGraph());
+
// Reclaim any unnecessary nodes in the ExplodedGraph.
G.reclaimRecentlyAllocatedNodes();
// Recycle any unused states in the GRStateManager.
currentStmt->getLocStart(),
"Error evaluating statement");
+ // A tag to track convenience transitions, which can be removed at cleanup.
+ static unsigned tag;
Builder = &builder;
EntryNode = builder.getPredecessor();
+ const GRState *EntryState = EntryNode->getState();
+ CleanedState = EntryState;
+ ExplodedNode *CleanedNode = 0;
+
// Create the cleaned state.
const LocationContext *LC = EntryNode->getLocationContext();
SymbolReaper SymReaper(LC, currentStmt, SymMgr, getStoreManager());
if (AMgr.shouldPurgeDead()) {
- const GRState *St = EntryNode->getState();
- getCheckerManager().runCheckersForLiveSymbols(St, SymReaper);
+ getCheckerManager().runCheckersForLiveSymbols(CleanedState, SymReaper);
const StackFrameContext *SFC = LC->getCurrentStackFrame();
- CleanedState = StateMgr.removeDeadBindings(St, SFC, SymReaper);
- } else {
- CleanedState = EntryNode->getState();
+
+ // Create a state in which dead bindings are removed from the environment
+ // and the store. TODO: The function should just return new env and store,
+ // not a new state.
+ CleanedState = StateMgr.removeDeadBindings(CleanedState, SFC, SymReaper);
}
// Process any special transfer function for dead symbols.
ExplodedNodeSet Tmp;
+ if (!SymReaper.hasDeadSymbols()) {
+ // Generate a CleanedNode that has the environment and store cleaned
+ // up. Since no symbols are dead, we can optimize and not clean out
+ // the constraint manager.
+ CleanedNode =
+ Builder->generateNode(currentStmt, CleanedState, EntryNode, &tag);
+ Tmp.Add(CleanedNode);
- if (!SymReaper.hasDeadSymbols())
- Tmp.Add(EntryNode);
- else {
+ } else {
SaveAndRestore<bool> OldSink(Builder->BuildSinks);
SaveOr OldHasGen(Builder->hasGeneratedNode);
SaveAndRestore<bool> OldPurgeDeadSymbols(Builder->PurgingDeadSymbols);
Builder->PurgingDeadSymbols = true;
+ // Call checkers with the non-cleaned state so that they could query the
+ // values of the soon to be dead symbols.
// FIXME: This should soon be removed.
ExplodedNodeSet Tmp2;
getTF().evalDeadSymbols(Tmp2, *this, *Builder, EntryNode,
- CleanedState, SymReaper);
+ EntryState, SymReaper);
- getCheckerManager().runCheckersForDeadSymbols(Tmp, Tmp2,
+ ExplodedNodeSet Tmp3;
+ getCheckerManager().runCheckersForDeadSymbols(Tmp3, Tmp2,
SymReaper, currentStmt, *this);
- if (!Builder->BuildSinks && !Builder->hasGeneratedNode)
- Tmp.Add(EntryNode);
- }
+ // For each node in Tmp3, generate CleanedNodes that have the environment,
+ // the store, and the constraints cleaned up but have the user supplied
+ // states as the predecessors.
+ for (ExplodedNodeSet::const_iterator I = Tmp3.begin(), E = Tmp3.end();
+ I != E; ++I) {
+ const GRState *CheckerState = (*I)->getState();
- bool HasAutoGenerated = false;
+ // The constraint manager has not been cleaned up yet, so clean up now.
+ CheckerState = getConstraintManager().removeDeadBindings(CheckerState,
+ SymReaper);
- for (ExplodedNodeSet::iterator I=Tmp.begin(), E=Tmp.end(); I!=E; ++I) {
- ExplodedNodeSet Dst;
+ assert(StateMgr.haveEqualEnvironments(CheckerState, EntryState) &&
+ "Checkers are not allowed to modify the Environment as a part of "
+ "checkDeadSymbols processing.");
+ assert(StateMgr.haveEqualStores(CheckerState, EntryState) &&
+ "Checkers are not allowed to modify the Store as a part of "
+ "checkDeadSymbols processing.");
- // Set the cleaned state.
- Builder->SetCleanedState(*I == EntryNode ? CleanedState : GetState(*I));
+ // Create a state based on CleanedState with CheckerState GDM and
+ // generate a transition to that state.
+ const GRState *CleanedCheckerSt =
+ StateMgr.getPersistentStateWithGDM(CleanedState, CheckerState);
+ ExplodedNode *CleanedNode = Builder->generateNode(currentStmt,
+ CleanedCheckerSt, *I,
+ &tag);
+ Tmp.Add(CleanedNode);
+ }
+ }
+ for (ExplodedNodeSet::iterator I=Tmp.begin(), E=Tmp.end(); I!=E; ++I) {
+ // TODO: Remove Dest set, it's no longer needed.
+ ExplodedNodeSet Dst;
// Visit the statement.
Visit(currentStmt, *I, Dst);
-
- // Do we need to auto-generate a node? We only need to do this to generate
- // a node with a "cleaned" state; CoreEngine will actually handle
- // auto-transitions for other cases.
- if (Dst.size() == 1 && *Dst.begin() == EntryNode
- && !Builder->hasGeneratedNode && !HasAutoGenerated) {
- HasAutoGenerated = true;
- builder.generateNode(currentStmt, GetState(EntryNode), *I);
- }
}
// NULL out these variables to cleanup.
CleanedState = NULL;
EntryNode = NULL;
-
currentStmt = 0;
-
Builder = NULL;
}