184 lines
6.2 KiB
Rust
184 lines
6.2 KiB
Rust
// define a passthrough allocator that tracks alloc calls.
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// (note that we can't drop this in to the usual test suite, because it's a big
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// global variable).
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use std::alloc::{GlobalAlloc, Layout, System};
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static mut N_ALLOCS: usize = 0;
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struct TrackingAllocator;
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impl TrackingAllocator {
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fn n_allocs(&self) -> usize {
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unsafe { N_ALLOCS }
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}
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}
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unsafe impl GlobalAlloc for TrackingAllocator {
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unsafe fn alloc(&self, layout: Layout) -> *mut u8 {
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N_ALLOCS += 1;
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System.alloc(layout)
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}
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unsafe fn dealloc(&self, ptr: *mut u8, layout: Layout) {
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System.dealloc(ptr, layout)
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}
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}
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// use the tracking allocator:
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#[global_allocator]
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static A: TrackingAllocator = TrackingAllocator;
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// import the flatbuffers generated code:
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extern crate flatbuffers;
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#[allow(dead_code, unused_imports)]
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#[path = "../../include_test/include_test1_generated.rs"]
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pub mod include_test1_generated;
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#[allow(dead_code, unused_imports)]
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#[path = "../../include_test/sub/include_test2_generated.rs"]
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pub mod include_test2_generated;
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#[allow(dead_code, unused_imports, clippy::approx_constant)]
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#[path = "../../monster_test_generated.rs"]
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mod monster_test_generated;
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pub use monster_test_generated::my_game;
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// verbatim from the test suite:
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fn create_serialized_example_with_generated_code(builder: &mut flatbuffers::FlatBufferBuilder) {
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let mon = {
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let _ = builder.create_vector_of_strings(&[
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"these",
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"unused",
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"strings",
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"check",
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"the",
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"create_vector_of_strings",
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"function",
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]);
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let s0 = builder.create_string("test1");
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let s1 = builder.create_string("test2");
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let fred_name = builder.create_string("Fred");
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// can't inline creation of this Vec3 because we refer to it by reference, so it must live
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// long enough to be used by MonsterArgs.
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let pos = my_game::example::Vec3::new(
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1.0,
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2.0,
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3.0,
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3.0,
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my_game::example::Color::Green,
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&my_game::example::Test::new(5i16, 6i8),
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);
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let args = my_game::example::MonsterArgs {
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hp: 80,
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mana: 150,
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name: Some(builder.create_string("MyMonster")),
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pos: Some(&pos),
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test_type: my_game::example::Any::Monster,
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test: Some(
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my_game::example::Monster::create(
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builder,
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&my_game::example::MonsterArgs {
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name: Some(fred_name),
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..Default::default()
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},
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)
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.as_union_value(),
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),
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inventory: Some(builder.create_vector_direct(&[0u8, 1, 2, 3, 4][..])),
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test4: Some(builder.create_vector_direct(&[
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my_game::example::Test::new(10, 20),
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my_game::example::Test::new(30, 40),
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])),
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testarrayofstring: Some(builder.create_vector(&[s0, s1])),
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..Default::default()
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};
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my_game::example::Monster::create(builder, &args)
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};
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my_game::example::finish_monster_buffer(builder, mon);
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}
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#[cfg(not(miri))] // slow.
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fn main() {
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// test the allocation tracking:
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{
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let before = A.n_allocs();
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let _x: Vec<u8> = vec![0u8; 1];
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let after = A.n_allocs();
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assert_eq!(before + 1, after);
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}
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let builder = &mut flatbuffers::FlatBufferBuilder::new();
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{
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// warm up the builder (it can make small allocs internally, such as for storing vtables):
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create_serialized_example_with_generated_code(builder);
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}
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// reset the builder, clearing its heap-allocated memory:
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builder.reset();
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{
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let before = A.n_allocs();
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create_serialized_example_with_generated_code(builder);
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let after = A.n_allocs();
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assert_eq!(before, after, "KO: Heap allocs occurred in Rust write path");
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}
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let buf = builder.finished_data();
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// use the allocation tracking on the read path:
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{
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let before = A.n_allocs();
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// do many reads, forcing them to execute by using assert_eq:
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{
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let m = unsafe { my_game::example::root_as_monster_unchecked(buf) };
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assert_eq!(80, m.hp());
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assert_eq!(150, m.mana());
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assert_eq!("MyMonster", m.name());
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let pos = m.pos().unwrap();
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// We know the bits should be exactly equal here but compilers may
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// optimize floats in subtle ways so we're playing it safe and using
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// epsilon comparison
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assert!((pos.x() - 1.0f32).abs() < std::f32::EPSILON);
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assert!((pos.y() - 2.0f32).abs() < std::f32::EPSILON);
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assert!((pos.z() - 3.0f32).abs() < std::f32::EPSILON);
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assert!((pos.test1() - 3.0f64).abs() < std::f64::EPSILON);
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assert_eq!(pos.test2(), my_game::example::Color::Green);
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let pos_test3 = pos.test3();
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assert_eq!(pos_test3.a(), 5i16);
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assert_eq!(pos_test3.b(), 6i8);
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assert_eq!(m.test_type(), my_game::example::Any::Monster);
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let table2 = m.test().unwrap();
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let m2 = my_game::example::Monster::init_from_table(table2);
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assert_eq!(m2.name(), "Fred");
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let inv = m.inventory().unwrap();
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assert_eq!(inv.len(), 5);
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assert_eq!(inv.iter().sum::<u8>(), 10u8);
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let test4 = m.test4().unwrap();
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assert_eq!(test4.len(), 2);
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assert_eq!(
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i32::from(test4[0].a())
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+ i32::from(test4[1].a())
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+ i32::from(test4[0].b())
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+ i32::from(test4[1].b()),
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100
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);
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let testarrayofstring = m.testarrayofstring().unwrap();
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assert_eq!(testarrayofstring.len(), 2);
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assert_eq!(testarrayofstring.get(0), "test1");
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assert_eq!(testarrayofstring.get(1), "test2");
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}
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// assert that no allocs occurred:
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let after = A.n_allocs();
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assert_eq!(before, after, "KO: Heap allocs occurred in Rust read path");
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}
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println!("Rust: Heap alloc checks completed successfully");
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}
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