Clean up the Checker API a little more, resolving some hidden bugs
along the way. Important changes:
1) To generate a sink node, use GenerateSink(); GenerateNode() is for
generating regular transitions. This makes the API clearer and also
allows us to use the 'bool' option to GenerateNode() for a different
purpose.
2) GenerateNode() now automatically adds the generated node to the
destination ExplodedNodeSet (autotransition) unless the client
specifies otherwise with a bool flag. Several checkers did not call
'addTransition()' after calling 'GenerateNode()', causing the
simulation path to be prematurely culled when a non-fail stop bug was
encountered.
3) Add variants of GenerateNode()/GenerateSink() that take neither a
Stmt* or a GRState*; most callers of GenerateNode() just pass in the
same Stmt* as provided when the CheckerContext object is created; we
can just use that the majority of the time. This cleanup also allows
us to potentially coelesce the APIs for evaluating branches and
end-of-paths (which currently directly use builders).
4) addTransition() no longer needs to be called except for a few
cases. We now have a variant of addTransition() that takes a
GRState*; this allows one to propagate the updated state without
caring about generating a new node explicitly. This nicely cleaned up
a bunch of cases that called autoTransition() with a bunch of
conditional logic surround the call (that common logic has now been
swallowed up by addTransition() itself).
git-svn-id: https://llvm.org/svn/llvm-project/cfe/trunk@89707 91177308-0d34-0410-b5e6-96231b3b80d8
diff --git a/lib/Analysis/Checker.cpp b/lib/Analysis/Checker.cpp
index 985b1e0..0d907e5 100644
--- a/lib/Analysis/Checker.cpp
+++ b/lib/Analysis/Checker.cpp
@@ -16,3 +16,20 @@
using namespace clang;
Checker::~Checker() {}
+
+CheckerContext::~CheckerContext() {
+ // Do we need to autotransition? 'Dst' can get populated in a variety of
+ // ways, including 'addTransition()' adding the predecessor node to Dst
+ // without actually generated a new node. We also shouldn't autotransition
+ // if we are building sinks or we generated a node and decided to not
+ // add it as a transition.
+ if (Dst.size() == size && !B.BuildSinks && !B.HasGeneratedNode) {
+ if (state && state != B.GetState(Pred)) {
+ static int autoTransitionTag = 0;
+ B.Tag = &autoTransitionTag;
+ addTransition(state);
+ }
+ else
+ Dst.Add(Pred);
+ }
+}