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/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef AAPT_PROCESS_SYMBOLTABLE_H
#define AAPT_PROCESS_SYMBOLTABLE_H
#include <algorithm>
#include <memory>
#include <vector>
#include "android-base/macros.h"
#include "androidfw/Asset.h"
#include "androidfw/AssetManager2.h"
#include "utils/JenkinsHash.h"
#include "utils/LruCache.h"
#include "Resource.h"
#include "ResourceTable.h"
#include "ResourceValues.h"
#include "util/Util.h"
namespace aapt {
inline android::hash_t hash_type(const ResourceName& name) {
std::hash<std::string> str_hash;
android::hash_t hash = 0;
hash = android::JenkinsHashMix(hash, (uint32_t)str_hash(name.package));
hash = android::JenkinsHashMix(hash, (uint32_t)name.type);
hash = android::JenkinsHashMix(hash, (uint32_t)str_hash(name.entry));
return hash;
}
inline android::hash_t hash_type(const ResourceId& id) {
return android::hash_type(id.id);
}
class ISymbolSource;
class ISymbolTableDelegate;
class NameMangler;
class SymbolTable {
public:
struct Symbol {
Symbol() = default;
explicit Symbol(const std::optional<ResourceId>& i, const std::shared_ptr<Attribute>& attr = {},
bool pub = false)
: id(i), attribute(attr), is_public(pub) {
}
Symbol(const Symbol&) = default;
Symbol(Symbol&&) = default;
Symbol& operator=(const Symbol&) = default;
Symbol& operator=(Symbol&&) = default;
std::optional<ResourceId> id;
std::shared_ptr<Attribute> attribute;
bool is_public = false;
bool is_dynamic = false;
};
explicit SymbolTable(NameMangler* mangler);
// Overrides the default ISymbolTableDelegate, which allows a custom defined strategy for
// looking up resources from a set of sources.
void SetDelegate(std::unique_ptr<ISymbolTableDelegate> delegate);
// Appends a symbol source. The cache is not cleared since entries that
// have already been found would take precedence due to ordering.
void AppendSource(std::unique_ptr<ISymbolSource> source);
// Prepends a symbol source so that its symbols take precedence. This will
// cause the existing cache to be cleared.
void PrependSource(std::unique_ptr<ISymbolSource> source);
// NOTE: Never hold on to the result between calls to FindByXXX. The
// results are stored in a cache which may evict entries on subsequent calls.
const Symbol* FindByName(const ResourceName& name);
// NOTE: Never hold on to the result between calls to FindByXXX. The
// results are stored in a cache which may evict entries on subsequent calls.
const Symbol* FindById(const ResourceId& id);
// Let's the ISymbolSource decide whether looking up by name or ID is faster,
// if both are available.
// NOTE: Never hold on to the result between calls to FindByXXX. The
// results are stored in a cache which may evict entries on subsequent calls.
const Symbol* FindByReference(const Reference& ref);
private:
NameMangler* mangler_;
std::unique_ptr<ISymbolTableDelegate> delegate_;
std::vector<std::unique_ptr<ISymbolSource>> sources_;
// We use shared_ptr because unique_ptr is not supported and
// we need automatic deletion.
android::LruCache<ResourceName, std::shared_ptr<Symbol>> cache_;
android::LruCache<ResourceId, std::shared_ptr<Symbol>> id_cache_;
DISALLOW_COPY_AND_ASSIGN(SymbolTable);
};
// Allows the customization of the lookup strategy/order of a symbol from a set of
// symbol sources.
class ISymbolTableDelegate {
public:
ISymbolTableDelegate() = default;
virtual ~ISymbolTableDelegate() = default;
// The name is already mangled and does not need further processing.
virtual std::unique_ptr<SymbolTable::Symbol> FindByName(
const ResourceName& name, const std::vector<std::unique_ptr<ISymbolSource>>& sources) = 0;
virtual std::unique_ptr<SymbolTable::Symbol> FindById(
ResourceId id, const std::vector<std::unique_ptr<ISymbolSource>>& sources) = 0;
private:
DISALLOW_COPY_AND_ASSIGN(ISymbolTableDelegate);
};
class DefaultSymbolTableDelegate : public ISymbolTableDelegate {
public:
DefaultSymbolTableDelegate() = default;
virtual ~DefaultSymbolTableDelegate() = default;
virtual std::unique_ptr<SymbolTable::Symbol> FindByName(
const ResourceName& name,
const std::vector<std::unique_ptr<ISymbolSource>>& sources) override;
virtual std::unique_ptr<SymbolTable::Symbol> FindById(
ResourceId id, const std::vector<std::unique_ptr<ISymbolSource>>& sources) override;
private:
DISALLOW_COPY_AND_ASSIGN(DefaultSymbolTableDelegate);
};
// An interface that a symbol source implements in order to surface symbol information
// to the symbol table.
class ISymbolSource {
public:
virtual ~ISymbolSource() = default;
virtual std::unique_ptr<SymbolTable::Symbol> FindByName(
const ResourceName& name) = 0;
virtual std::unique_ptr<SymbolTable::Symbol> FindById(ResourceId id) = 0;
// Default implementation tries the name if it exists, else the ID.
virtual std::unique_ptr<SymbolTable::Symbol> FindByReference(
const Reference& ref) {
if (ref.name) {
return FindByName(ref.name.value());
} else if (ref.id) {
return FindById(ref.id.value());
}
return {};
}
};
// Exposes the resources in a ResourceTable as symbols for SymbolTable.
// Instances of this class must outlive the encompassed ResourceTable.
// Lookups by ID are ignored.
class ResourceTableSymbolSource : public ISymbolSource {
public:
explicit ResourceTableSymbolSource(ResourceTable* table) : table_(table) {}
std::unique_ptr<SymbolTable::Symbol> FindByName(
const ResourceName& name) override;
std::unique_ptr<SymbolTable::Symbol> FindById(ResourceId id) override {
return {};
}
private:
ResourceTable* table_;
DISALLOW_COPY_AND_ASSIGN(ResourceTableSymbolSource);
};
class AssetManagerSymbolSource : public ISymbolSource {
public:
AssetManagerSymbolSource() = default;
bool AddAssetPath(const android::StringPiece& path);
std::map<size_t, std::string> GetAssignedPackageIds() const;
bool IsPackageDynamic(uint32_t packageId, const std::string& package_name) const;
std::unique_ptr<SymbolTable::Symbol> FindByName(
const ResourceName& name) override;
std::unique_ptr<SymbolTable::Symbol> FindById(ResourceId id) override;
std::unique_ptr<SymbolTable::Symbol> FindByReference(
const Reference& ref) override;
android::AssetManager2* GetAssetManager() {
return &asset_manager_;
}
private:
android::AssetManager2 asset_manager_;
std::vector<std::unique_ptr<const android::ApkAssets>> apk_assets_;
DISALLOW_COPY_AND_ASSIGN(AssetManagerSymbolSource);
};
} // namespace aapt
#endif /* AAPT_PROCESS_SYMBOLTABLE_H */