//===- CoreEngine.h - Path-Sensitive Dataflow Engine ------------*- C++ -*-===//
 
//
 
// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
 
// See https://llvm.org/LICENSE.txt for license information.
 
// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
 
//
 
//===----------------------------------------------------------------------===//
 
//
 
//  This file defines a generic engine for intraprocedural, path-sensitive,
 
//  dataflow analysis via graph reachability.
 
//
 
//===----------------------------------------------------------------------===//
 
 
 
#ifndef LLVM_CLANG_STATICANALYZER_CORE_PATHSENSITIVE_COREENGINE_H
 
#define LLVM_CLANG_STATICANALYZER_CORE_PATHSENSITIVE_COREENGINE_H
 
 
 
#include "clang/AST/Stmt.h"
 
#include "clang/Analysis/AnalysisDeclContext.h"
 
#include "clang/Analysis/CFG.h"
 
#include "clang/Analysis/ProgramPoint.h"
 
#include "clang/Basic/LLVM.h"
 
#include "clang/StaticAnalyzer/Core/BugReporter/BugReporter.h"
 
#include "clang/StaticAnalyzer/Core/PathSensitive/BlockCounter.h"
 
#include "clang/StaticAnalyzer/Core/PathSensitive/ExplodedGraph.h"
 
#include "clang/StaticAnalyzer/Core/PathSensitive/ProgramState_Fwd.h"
 
#include "clang/StaticAnalyzer/Core/PathSensitive/WorkList.h"
 
#include "llvm/ADT/SmallVector.h"
 
#include "llvm/Support/Casting.h"
 
#include <cassert>
 
#include <memory>
 
#include <utility>
 
#include <vector>
 
 
 
namespace clang {
 
 
 
class AnalyzerOptions;
 
class CXXBindTemporaryExpr;
 
class Expr;
 
class LabelDecl;
 
 
 
namespace ento {
 
 
 
class FunctionSummariesTy;
 
class ExprEngine;
 
 
 
//===----------------------------------------------------------------------===//
 
/// CoreEngine - Implements the core logic of the graph-reachability
 
///   analysis. It traverses the CFG and generates the ExplodedGraph.
 
///   Program "states" are treated as opaque void pointers.
 
///   The template class CoreEngine (which subclasses CoreEngine)
 
///   provides the matching component to the engine that knows the actual types
 
///   for states.  Note that this engine only dispatches to transfer functions
 
///   at the statement and block-level.  The analyses themselves must implement
 
///   any transfer function logic and the sub-expression level (if any).
 
class CoreEngine {
 
  friend class CommonNodeBuilder;
 
  friend class EndOfFunctionNodeBuilder;
 
  friend class ExprEngine;
 
  friend class IndirectGotoNodeBuilder;
 
  friend class NodeBuilder;
 
  friend struct NodeBuilderContext;
 
  friend class SwitchNodeBuilder;
 
 
 
public:
 
  using BlocksExhausted =
 
      std::vector<std::pair<BlockEdge, const ExplodedNode *>>;
 
 
 
  using BlocksAborted =
 
      std::vector<std::pair<const CFGBlock *, const ExplodedNode *>>;
 
 
 
private:
 
  ExprEngine &ExprEng;
 
 
 
  /// G - The simulation graph.  Each node is a (location,state) pair.
 
  mutable ExplodedGraph G;
 
 
 
  /// WList - A set of queued nodes that need to be processed by the
 
  ///  worklist algorithm.  It is up to the implementation of WList to decide
 
  ///  the order that nodes are processed.
 
  std::unique_ptr<WorkList> WList;
 
  std::unique_ptr<WorkList> CTUWList;
 
 
 
  /// BCounterFactory - A factory object for created BlockCounter objects.
 
  ///   These are used to record for key nodes in the ExplodedGraph the
 
  ///   number of times different CFGBlocks have been visited along a path.
 
  BlockCounter::Factory BCounterFactory;
 
 
 
  /// The locations where we stopped doing work because we visited a location
 
  ///  too many times.
 
  BlocksExhausted blocksExhausted;
 
 
 
  /// The locations where we stopped because the engine aborted analysis,
 
  /// usually because it could not reason about something.
 
  BlocksAborted blocksAborted;
 
 
 
  /// The information about functions shared by the whole translation unit.
 
  /// (This data is owned by AnalysisConsumer.)
 
  FunctionSummariesTy *FunctionSummaries;
 
 
 
  /// Add path tags with some useful data along the path when we see that
 
  /// something interesting is happening. This field is the allocator for such
 
  /// tags.
 
  DataTag::Factory DataTags;
 
 
 
  void setBlockCounter(BlockCounter C);
 
 
 
  void generateNode(const ProgramPoint &Loc,
 
                    ProgramStateRef State,
 
                    ExplodedNode *Pred);
 
 
 
  void HandleBlockEdge(const BlockEdge &E, ExplodedNode *Pred);
 
  void HandleBlockEntrance(const BlockEntrance &E, ExplodedNode *Pred);
 
  void HandleBlockExit(const CFGBlock *B, ExplodedNode *Pred);
 
 
 
  void HandleCallEnter(const CallEnter &CE, ExplodedNode *Pred);
 
 
 
  void HandlePostStmt(const CFGBlock *B, unsigned StmtIdx, ExplodedNode *Pred);
 
 
 
  void HandleBranch(const Stmt *Cond, const Stmt *Term, const CFGBlock *B,
 
                    ExplodedNode *Pred);
 
  void HandleCleanupTemporaryBranch(const CXXBindTemporaryExpr *BTE,
 
                                    const CFGBlock *B, ExplodedNode *Pred);
 
 
 
  /// Handle conditional logic for running static initializers.
 
  void HandleStaticInit(const DeclStmt *DS, const CFGBlock *B,
 
                        ExplodedNode *Pred);
 
 
 
  void HandleVirtualBaseBranch(const CFGBlock *B, ExplodedNode *Pred);
 
 
 
private:
 
  ExplodedNode *generateCallExitBeginNode(ExplodedNode *N,
 
                                          const ReturnStmt *RS);
 
 
 
public:
 
  /// Construct a CoreEngine object to analyze the provided CFG.
 
  CoreEngine(ExprEngine &exprengine,
 
             FunctionSummariesTy *FS,
 
             AnalyzerOptions &Opts);
 
 
 
  CoreEngine(const CoreEngine &) = delete;
 
  CoreEngine &operator=(const CoreEngine &) = delete;
 
 
 
  /// getGraph - Returns the exploded graph.
 
  ExplodedGraph &getGraph() { return G; }
 
 
 
  /// ExecuteWorkList - Run the worklist algorithm for a maximum number of
 
  ///  steps.  Returns true if there is still simulation state on the worklist.
 
  bool ExecuteWorkList(const LocationContext *L, unsigned Steps,
 
                       ProgramStateRef InitState);
 
 
 
  /// Returns true if there is still simulation state on the worklist.
 
  bool ExecuteWorkListWithInitialState(const LocationContext *L,
 
                                       unsigned Steps,
 
                                       ProgramStateRef InitState,
 
                                       ExplodedNodeSet &Dst);
 
 
 
  /// Dispatch the work list item based on the given location information.
 
  /// Use Pred parameter as the predecessor state.
 
  void dispatchWorkItem(ExplodedNode* Pred, ProgramPoint Loc,
 
                        const WorkListUnit& WU);
 
 
 
  // Functions for external checking of whether we have unfinished work
 
  bool wasBlockAborted() const { return !blocksAborted.empty(); }
 
  bool wasBlocksExhausted() const { return !blocksExhausted.empty(); }
 
  bool hasWorkRemaining() const { return wasBlocksExhausted() ||
 
                                         WList->hasWork() ||
 
                                         wasBlockAborted(); }
 
 
 
  /// Inform the CoreEngine that a basic block was aborted because
 
  /// it could not be completely analyzed.
 
  void addAbortedBlock(const ExplodedNode *node, const CFGBlock *block) {
 
    blocksAborted.push_back(std::make_pair(block, node));
 
  }
 
 
 
  WorkList *getWorkList() const { return WList.get(); }
 
  WorkList *getCTUWorkList() const { return CTUWList.get(); }
 
 
 
  BlocksExhausted::const_iterator blocks_exhausted_begin() const {
 
    return blocksExhausted.begin();
 
  }
 
 
 
  BlocksExhausted::const_iterator blocks_exhausted_end() const {
 
    return blocksExhausted.end();
 
  }
 
 
 
  BlocksAborted::const_iterator blocks_aborted_begin() const {
 
    return blocksAborted.begin();
 
  }
 
 
 
  BlocksAborted::const_iterator blocks_aborted_end() const {
 
    return blocksAborted.end();
 
  }
 
 
 
  /// Enqueue the given set of nodes onto the work list.
 
  void enqueue(ExplodedNodeSet &Set);
 
 
 
  /// 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);
 
 
 
  /// enqueue the nodes corresponding to the end of function onto the
 
  /// end of path / work list.
 
  void enqueueEndOfFunction(ExplodedNodeSet &Set, const ReturnStmt *RS);
 
 
 
  /// Enqueue a single node created as a result of statement processing.
 
  void enqueueStmtNode(ExplodedNode *N, const CFGBlock *Block, unsigned Idx);
 
 
 
  DataTag::Factory &getDataTags() { return DataTags; }
 
};
 
 
 
// TODO: Turn into a class.
 
struct NodeBuilderContext {
 
  const CoreEngine &Eng;
 
  const CFGBlock *Block;
 
  const LocationContext *LC;
 
 
 
  NodeBuilderContext(const CoreEngine &E, const CFGBlock *B,
 
                     const LocationContext *L)
 
      : Eng(E), Block(B), LC(L) {
 
    assert(B);
 
  }
 
 
 
  NodeBuilderContext(const CoreEngine &E, const CFGBlock *B, ExplodedNode *N)
 
      : NodeBuilderContext(E, B, N->getLocationContext()) {}
 
 
 
  /// Return the CFGBlock associated with this builder.
 
  const CFGBlock *getBlock() const { return Block; }
 
 
 
  /// Returns the number of times the current basic block has been
 
  /// visited on the exploded graph path.
 
  unsigned blockCount() const {
 
    return Eng.WList->getBlockCounter().getNumVisited(
 
                    LC->getStackFrame(),
 
                    Block->getBlockID());
 
  }
 
};
 
 
 
/// \class NodeBuilder
 
/// This is the simplest builder which generates nodes in the
 
/// ExplodedGraph.
 
///
 
/// The main benefit of the builder is that it automatically tracks the
 
/// frontier nodes (or destination set). This is the set of nodes which should
 
/// be propagated to the next step / builder. They are the nodes which have been
 
/// added to the builder (either as the input node set or as the newly
 
/// constructed nodes) but did not have any outgoing transitions added.
 
class NodeBuilder {
 
  virtual void anchor();
 
 
 
protected:
 
  const NodeBuilderContext &C;
 
 
 
  /// Specifies if the builder results have been finalized. For example, if it
 
  /// is set to false, autotransitions are yet to be generated.
 
  bool Finalized;
 
 
 
  bool HasGeneratedNodes = false;
 
 
 
  /// The frontier set - a set of nodes which need to be propagated after
 
  /// the builder dies.
 
  ExplodedNodeSet &Frontier;
 
 
 
  /// Checks if the results are ready.
 
  virtual bool checkResults() {
 
    return Finalized;
 
  }
 
 
 
  bool hasNoSinksInFrontier() {
 
    for (const auto  I : Frontier)
 
      if (I->isSink())
 
        return false;
 
    return true;
 
  }
 
 
 
  /// Allow subclasses to finalize results before result_begin() is executed.
 
  virtual void finalizeResults() {}
 
 
 
  ExplodedNode *generateNodeImpl(const ProgramPoint &PP,
 
                                 ProgramStateRef State,
 
                                 ExplodedNode *Pred,
 
                                 bool MarkAsSink = false);
 
 
 
public:
 
  NodeBuilder(ExplodedNode *SrcNode, ExplodedNodeSet &DstSet,
 
              const NodeBuilderContext &Ctx, bool F = true)
 
      : C(Ctx), Finalized(F), Frontier(DstSet) {
 
    Frontier.Add(SrcNode);
 
  }
 
 
 
  NodeBuilder(const ExplodedNodeSet &SrcSet, ExplodedNodeSet &DstSet,
 
              const NodeBuilderContext &Ctx, bool F = true)
 
      : C(Ctx), Finalized(F), Frontier(DstSet) {
 
    Frontier.insert(SrcSet);
 
    assert(hasNoSinksInFrontier());
 
  }
 
 
 
  virtual ~NodeBuilder() = default;
 
 
 
  /// Generates a node in the ExplodedGraph.
 
  ExplodedNode *generateNode(const ProgramPoint &PP,
 
                             ProgramStateRef State,
 
                             ExplodedNode *Pred) {
 
    return generateNodeImpl(
 
        PP, State, Pred,
 
        /*MarkAsSink=*/State->isPosteriorlyOverconstrained());
 
  }
 
 
 
  /// Generates a sink in the ExplodedGraph.
 
  ///
 
  /// When a node is marked as sink, the exploration from the node is stopped -
 
  /// the node becomes the last node on the path and certain kinds of bugs are
 
  /// suppressed.
 
  ExplodedNode *generateSink(const ProgramPoint &PP,
 
                             ProgramStateRef State,
 
                             ExplodedNode *Pred) {
 
    return generateNodeImpl(PP, State, Pred, true);
 
  }
 
 
 
  const ExplodedNodeSet &getResults() {
 
    finalizeResults();
 
    assert(checkResults());
 
    return Frontier;
 
  }
 
 
 
  using iterator = ExplodedNodeSet::iterator;
 
 
 
  /// Iterators through the results frontier.
 
  iterator begin() {
 
    finalizeResults();
 
    assert(checkResults());
 
    return Frontier.begin();
 
  }
 
 
 
  iterator end() {
 
    finalizeResults();
 
    return Frontier.end();
 
  }
 
 
 
  const NodeBuilderContext &getContext() { return C; }
 
  bool hasGeneratedNodes() { return HasGeneratedNodes; }
 
 
 
  void takeNodes(const ExplodedNodeSet &S) {
 
    for (const auto I : S)
 
      Frontier.erase(I);
 
  }
 
 
 
  void takeNodes(ExplodedNode *N) { Frontier.erase(N); }
 
  void addNodes(const ExplodedNodeSet &S) { Frontier.insert(S); }
 
  void addNodes(ExplodedNode *N) { Frontier.Add(N); }
 
};
 
 
 
/// \class NodeBuilderWithSinks
 
/// This node builder keeps track of the generated sink nodes.
 
class NodeBuilderWithSinks: public NodeBuilder {
 
  void anchor() override;
 
 
 
protected:
 
  SmallVector<ExplodedNode*, 2> sinksGenerated;
 
  ProgramPoint &Location;
 
 
 
public:
 
  NodeBuilderWithSinks(ExplodedNode *Pred, ExplodedNodeSet &DstSet,
 
                       const NodeBuilderContext &Ctx, ProgramPoint &L)
 
      : NodeBuilder(Pred, DstSet, Ctx), Location(L) {}
 
 
 
  ExplodedNode *generateNode(ProgramStateRef State,
 
                             ExplodedNode *Pred,
 
                             const ProgramPointTag *Tag = nullptr) {
 
    const ProgramPoint &LocalLoc = (Tag ? Location.withTag(Tag) : Location);
 
    return NodeBuilder::generateNode(LocalLoc, State, Pred);
 
  }
 
 
 
  ExplodedNode *generateSink(ProgramStateRef State, ExplodedNode *Pred,
 
                             const ProgramPointTag *Tag = nullptr) {
 
    const ProgramPoint &LocalLoc = (Tag ? Location.withTag(Tag) : Location);
 
    ExplodedNode *N = NodeBuilder::generateSink(LocalLoc, State, Pred);
 
    if (N && N->isSink())
 
      sinksGenerated.push_back(N);
 
    return N;
 
  }
 
 
 
  const SmallVectorImpl<ExplodedNode*> &getSinks() const {
 
    return sinksGenerated;
 
  }
 
};
 
 
 
/// \class StmtNodeBuilder
 
/// This builder class is useful for generating nodes that resulted from
 
/// visiting a statement. The main difference from its parent NodeBuilder is
 
/// that it creates a statement specific ProgramPoint.
 
class StmtNodeBuilder: public NodeBuilder {
 
  NodeBuilder *EnclosingBldr;
 
 
 
public:
 
  /// Constructs a StmtNodeBuilder. If the builder is going to process
 
  /// nodes currently owned by another builder(with larger scope), use
 
  /// Enclosing builder to transfer ownership.
 
  StmtNodeBuilder(ExplodedNode *SrcNode, ExplodedNodeSet &DstSet,
 
                  const NodeBuilderContext &Ctx,
 
                  NodeBuilder *Enclosing = nullptr)
 
      : NodeBuilder(SrcNode, DstSet, Ctx), EnclosingBldr(Enclosing) {
 
    if (EnclosingBldr)
 
      EnclosingBldr->takeNodes(SrcNode);
 
  }
 
 
 
  StmtNodeBuilder(ExplodedNodeSet &SrcSet, ExplodedNodeSet &DstSet,
 
                  const NodeBuilderContext &Ctx,
 
                  NodeBuilder *Enclosing = nullptr)
 
      : NodeBuilder(SrcSet, DstSet, Ctx), EnclosingBldr(Enclosing) {
 
    if (EnclosingBldr)
 
      for (const auto I : SrcSet)
 
        EnclosingBldr->takeNodes(I);
 
  }
 
 
 
  ~StmtNodeBuilder() override;
 
 
 
  using NodeBuilder::generateNode;
 
  using NodeBuilder::generateSink;
 
 
 
  ExplodedNode *generateNode(const Stmt *S,
 
                             ExplodedNode *Pred,
 
                             ProgramStateRef St,
 
                             const ProgramPointTag *tag = nullptr,
 
                             ProgramPoint::Kind K = ProgramPoint::PostStmtKind){
 
    const ProgramPoint &L = ProgramPoint::getProgramPoint(S, K,
 
                                  Pred->getLocationContext(), tag);
 
    return NodeBuilder::generateNode(L, St, Pred);
 
  }
 
 
 
  ExplodedNode *generateSink(const Stmt *S,
 
                             ExplodedNode *Pred,
 
                             ProgramStateRef St,
 
                             const ProgramPointTag *tag = nullptr,
 
                             ProgramPoint::Kind K = ProgramPoint::PostStmtKind){
 
    const ProgramPoint &L = ProgramPoint::getProgramPoint(S, K,
 
                                  Pred->getLocationContext(), tag);
 
    return NodeBuilder::generateSink(L, St, Pred);
 
  }
 
};
 
 
 
/// BranchNodeBuilder is responsible for constructing the nodes
 
/// corresponding to the two branches of the if statement - true and false.
 
class BranchNodeBuilder: public NodeBuilder {
 
  const CFGBlock *DstT;
 
  const CFGBlock *DstF;
 
 
 
  bool InFeasibleTrue;
 
  bool InFeasibleFalse;
 
 
 
  void anchor() override;
 
 
 
public:
 
  BranchNodeBuilder(ExplodedNode *SrcNode, ExplodedNodeSet &DstSet,
 
                    const NodeBuilderContext &C,
 
                    const CFGBlock *dstT, const CFGBlock *dstF)
 
      : NodeBuilder(SrcNode, DstSet, C), DstT(dstT), DstF(dstF),
 
        InFeasibleTrue(!DstT), InFeasibleFalse(!DstF) {
 
    // The branch node builder does not generate autotransitions.
 
    // If there are no successors it means that both branches are infeasible.
 
    takeNodes(SrcNode);
 
  }
 
 
 
  BranchNodeBuilder(const ExplodedNodeSet &SrcSet, ExplodedNodeSet &DstSet,
 
                    const NodeBuilderContext &C,
 
                    const CFGBlock *dstT, const CFGBlock *dstF)
 
      : NodeBuilder(SrcSet, DstSet, C), DstT(dstT), DstF(dstF),
 
        InFeasibleTrue(!DstT), InFeasibleFalse(!DstF) {
 
    takeNodes(SrcSet);
 
  }
 
 
 
  ExplodedNode *generateNode(ProgramStateRef State, bool branch,
 
                             ExplodedNode *Pred);
 
 
 
  const CFGBlock *getTargetBlock(bool branch) const {
 
    return branch ? DstT : DstF;
 
  }
 
 
 
  void markInfeasible(bool branch) {
 
    if (branch)
 
      InFeasibleTrue = true;
 
    else
 
      InFeasibleFalse = true;
 
  }
 
 
 
  bool isFeasible(bool branch) {
 
    return branch ? !InFeasibleTrue : !InFeasibleFalse;
 
  }
 
};
 
 
 
class IndirectGotoNodeBuilder {
 
  CoreEngine& Eng;
 
  const CFGBlock *Src;
 
  const CFGBlock &DispatchBlock;
 
  const Expr *E;
 
  ExplodedNode *Pred;
 
 
 
public:
 
  IndirectGotoNodeBuilder(ExplodedNode *pred, const CFGBlock *src,
 
                    const Expr *e, const CFGBlock *dispatch, CoreEngine* eng)
 
      : Eng(*eng), Src(src), DispatchBlock(*dispatch), E(e), Pred(pred) {}
 
 
 
  class iterator {
 
    friend class IndirectGotoNodeBuilder;
 
 
 
    CFGBlock::const_succ_iterator I;
 
 
 
    iterator(CFGBlock::const_succ_iterator i) : I(i) {}
 
 
 
  public:
 
    iterator &operator++() { ++I; return *this; }
 
    bool operator!=(const iterator &X) const { return I != X.I; }
 
 
 
    const LabelDecl *getLabel() const {
 
      return cast<LabelStmt>((*I)->getLabel())->getDecl();
 
    }
 
 
 
    const CFGBlock *getBlock() const {
 
      return *I;
 
    }
 
  };
 
 
 
  iterator begin() { return iterator(DispatchBlock.succ_begin()); }
 
  iterator end() { return iterator(DispatchBlock.succ_end()); }
 
 
 
  ExplodedNode *generateNode(const iterator &I,
 
                             ProgramStateRef State,
 
                             bool isSink = false);
 
 
 
  const Expr *getTarget() const { return E; }
 
 
 
  ProgramStateRef getState() const { return Pred->State; }
 
 
 
  const LocationContext *getLocationContext() const {
 
    return Pred->getLocationContext();
 
  }
 
};
 
 
 
class SwitchNodeBuilder {
 
  CoreEngine& Eng;
 
  const CFGBlock *Src;
 
  const Expr *Condition;
 
  ExplodedNode *Pred;
 
 
 
public:
 
  SwitchNodeBuilder(ExplodedNode *pred, const CFGBlock *src,
 
                    const Expr *condition, CoreEngine* eng)
 
      : Eng(*eng), Src(src), Condition(condition), Pred(pred) {}
 
 
 
  class iterator {
 
    friend class SwitchNodeBuilder;
 
 
 
    CFGBlock::const_succ_reverse_iterator I;
 
 
 
    iterator(CFGBlock::const_succ_reverse_iterator i) : I(i) {}
 
 
 
  public:
 
    iterator &operator++() { ++I; return *this; }
 
    bool operator!=(const iterator &X) const { return I != X.I; }
 
    bool operator==(const iterator &X) const { return I == X.I; }
 
 
 
    const CaseStmt *getCase() const {
 
      return cast<CaseStmt>((*I)->getLabel());
 
    }
 
 
 
    const CFGBlock *getBlock() const {
 
      return *I;
 
    }
 
  };
 
 
 
  iterator begin() { return iterator(Src->succ_rbegin()+1); }
 
  iterator end() { return iterator(Src->succ_rend()); }
 
 
 
  const SwitchStmt *getSwitch() const {
 
    return cast<SwitchStmt>(Src->getTerminator());
 
  }
 
 
 
  ExplodedNode *generateCaseStmtNode(const iterator &I,
 
                                     ProgramStateRef State);
 
 
 
  ExplodedNode *generateDefaultCaseNode(ProgramStateRef State,
 
                                        bool isSink = false);
 
 
 
  const Expr *getCondition() const { return Condition; }
 
 
 
  ProgramStateRef getState() const { return Pred->State; }
 
 
 
  const LocationContext *getLocationContext() const {
 
    return Pred->getLocationContext();
 
  }
 
};
 
 
 
} // namespace ento
 
 
 
} // namespace clang
 
 
 
#endif // LLVM_CLANG_STATICANALYZER_CORE_PATHSENSITIVE_COREENGINE_H