Files
frameworks_base/tools/aapt2/process/SymbolTable.h
Ryan Mitchell a55dc2ed6b Fix long paths on Windows
util::mkdirs iteratively creates each directory of a specified path. For
windows, Calling mkdir on only the drive letter or on the extended path
prefix (\?\\) will result in an error. Start after the long path prefix
and the drive letter.

This also changes AAPT2 to use AssetMaanager2 to retrieve symbols from
the symbol table. AssetManager2's zip library uses _wopen to open
windows files.

Bug:123251200
Test: aapt2_tests.exe
Change-Id: I26169d83b22d441485de3c49d63a6c4ed710e292
2019-02-20 09:46:00 -08:00

219 lines
7.1 KiB
C++

/*
* 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 Maybe<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;
Maybe<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::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 */