GetFunctionPointerForDelegate callback only works once - c++

I'm having trouble with unmanaged-to-managed callback in C++/CLI. It works exactly one time and then silently fails
My managed Device class holds an unmanaged object (GsDevice) from a separate DLL. It gives the unamanaged object a callback function set up via interop. GsDevice needs to asynchronously notify Device when things change.
The callback was silently failing every time. The debugger was stepping right over it (even in dissasembly. Then I tried to make GsDevice invoke the callback it as the moment it received it. THEN it works. Just the one time.
I assume something is being moved or garbage-collected out from under me but I cannot determine what or why. Can anyone spot what I am doing wrong?
Below is the unmanaged GsDevice class. It lives in a separate, unmanaged DLL. I've left out most of it except for the subscription mechanism that the managed client uses and the notify mechanism by which the this class calls back to the managed one.
The .H file
struct GsDeviceMembers;
class GsDevice : public std::enable_shared_from_this<GsDevice>
{
GsDeviceMembers* m_p; // PIMPL idiom
public:
typedef void (__stdcall *PROPCHANGECALLBACK)(GsDevice*, const std::string&);
void GsDeviceDllExport setPropertyChangedCallback(PROPCHANGECALLBACK cb);
protected:
void raisePropertyChanged(const std::string& prop);
}
And the .CPP file
void GsDevice::setPropertyChangedCallback(PROPCHANGECALLBACK cb)
{
std::unique_lock<std::mutex> lk (m_d->mtxClients);
cb(this, std::string("joe")); // TEST: Call callback right away to ensure it's good.
m_p->cb = cb; // Save off the one client's callback
}
void GsDevice::raisePropertyChanged(const std::string& prop)
{
std::unique_lock<std::mutex> lk (m_d->mtxClients);
m_p->cb(this, prop); // Invoke callback: THIS NEVER WORKS*****
}
Below is the managed client Device class that tries to receive callbacks from the unmanaged GsDevice.
The .H file
struct DeviceUnmanagedMembers; for PIMPL idiom storing unmanaged members.
public ref class Device : public INotifyPropertyChanged
{
public:
virtual event PropertyChangedEventHandler^ PropertyChanged;
private:
DeviceUnmanagedMembers* m_p; // PIMPL idiom
GCHandle m_callbackHandle; // Keeps callback locked into one memory address
protected:
Device(std::shared_ptr<GsDevice> dev);
delegate void PropertyChangedDelegate(GsDevice* sender, const std::string& propName);
virtual void OnPropertyChanged(Gs:Device* pSender, const std::string& propName);
private:
// I am saving off these as member variables in case it helps .NET keep things
// alive. So far, that's not working.
PropertyChangedDelegate^ m_dg;
System::IntPtr^ m_ptr;
};
The .CPP file
struct DeviceUnmanagedMembers
{
std::shared_ptr<GsDevice> spDevice;
DeviceUnmanagedMembers(std::shared_ptr<GsDevice> dev) : spDevice(dev) { }
};
Device::Device(std::shared_ptr<GsDevice> dev) : m_p(new DeviceUnmanagedMembers(dev))
{
// Get a delegate for our callback function and lock it into memory
auto pcDelegate = gcnew PropertyChangedDelegate(this, &Device::OnPropertyChanged);
m_callbackHandle = GCHandle::Alloc(pcDelegate);
auto callback = Marshal::GetFunctionPointerForDelegate(pcDelegate);
auto ptrInt = callback.ToPointer();
auto ptrFun = static_cast<GsDevice::PROPCHANGECALLBACK>(ptrInt);
// Now hook up to the unamanged client for a callback. This actually immediately
// calls me back (to OnPropertyChanged) but all subsequent attempts by the
// unmanaged object to call me back do nothing.
dev->setPropertyChangedCallback(ptrFun);
// Save off these items just in case it helps (It doesn't)
m_dg = pcDelegate;
m_ptr = callback;
}
void Device::OnPropertyChanged(GsDevice* sender, const std::string& propName)
{
// This is the function the unmanaged client is trying to call back. It works
// the very first time the client does it but never after.
RaisePropertyChanged(propName);
}
Notes:
Neither Device nor GsDevice object is being cleaned up. They both still exist because I continue to invoke them with function calls from managed to unmanaged code.
The unmanaged device keeps trying and failing to call the callback. No error. No exception. It just steps over the call.
I've compared the exact pointer values of the callback from the first time (when it works) and all subsequent times when it fails. Its exactly the same.
The C++/CLI assembly is built with .NET 5.0 and Visual Studio 2019
The unmanaged C++ code is built with C++17 features enabled (if that matters)

You appear to be doing the right things to prevent the garbage collector from tossing out the unmanaged trampoline generated by GetFunctionPointerForDelegate. (In Fact, either one of GCHandle.Alloc or keeping a member variable pointing to the delegate instance should be sufficient, you gain no benefit from doing both). This is a common trap for use of GetFunctionPointerForDelegate but it is not your problem.
The other thing I noticed is that you haven't made your delegate suitable for use with GetFunctionPointerForDelegate. Really, .NET just ought to throw an exception if you use GetFunctionPointerForDelegate on a delegate type that doesn't have the UnmanagedFunctionPointerAttribute applied to it.
Add that attribute to delegate void PropertyChangedDelegate(GsDevice* sender, const std::string& propName);, set the correct calling convention (and maybe other things), and try again.
Beyond that, your function type really is not .NET-friendly at all. GetFunctionPointerForDelegate does not expect to work with types like const std::string&.
Does the unmanaged API not provide some user context pointer where you can store a GCHandle to your managed object? If it does, then make an ordinary non-member function to pass as the callback (which you can now create with just &name_of_function -- no delegate, no GetFunctionPointerForDelegate) and in that function, retrieve the pointer, re-hydrate the GCHandle, find your managed object, convert the other argument to a System::String^ and call the .NET member function.

I am posting my own answer because while Ben's suggestions were excellent, the cause appears to have been something different: My liberal use of header-only, unmanaged classes in C++/CLI managed code. I've slowly come to realize that C++/CLI assemblies can become confused by this.
I unexpectedly saw my problems fixed merely by moving unmanaged code from header files to their own .CPP files (with attendant #pragma unmanaged statements for good measure). I was able to leave all my Interop code just as it was. No gcroots or data-type changes needed.
My best guess is that header-only code causes the compiler to fail to generate all of the necessary unmanaged-to-managed transitions in some places and that without such transitions, callbacks just don't work.
This was all complicated by having the added effect of making the debugger simply ignore breakpoints even when the code executed -- but only sometimes. I would repeatedly see a breakpoint on a log statement get hit far fewer times than the statement itself dumped. Again, all this seems to have been fixed merely by separating .CPP and .H unmanaged code.

Related

Disable code based on existence of Constructor

I am trying to disable some code based on whether the code creates an Object or not (or calls a function or whatever). Sounds a bit strange, I know.
In my library it is possible to create 2 objects, each object needs an interrupt service routine like:
ISR(TIMER0_COMPA_vect) {
// do some stuff if the interrupt happens
}
The ISR can only be created once but it could be possible that the user just creates one or none of my objects, so the ISR shouldn't be created in the first place to not block the creation of one by the user.
I know it would be easy to encapsulate the code like this
#ifdef OBJECT1
ISR(TIMER0_COMPA_vect) {
// do some stuff if the interrupt happens
}
#endif
but that forces the user to keep track of the objects she/he created.
Is there an option to let the preprocessor decide if, let's say, the constructor is called once or even existent?
A little bit like something like this
Foo:Foo() {
#define USE_FOO
//Some code
}
#ifdef USE_FOO
ISR(TIMER0_COMPA_vect) {
// do some stuff if the interrupt happens
}
#endif
EDIT:
Based on the answers i got, I try to clarify my question a bit:
Foo1:Foo1() {
//Some object constructor code
}
Foo2:Foo2() {
//Some object constructor code
}
ISR(TIMER1_COMPA_vect) {
//some interrupt code
}
ISR(TIMER2_COMPA_vect) {
//some interrupt code
}
int main() {
Foo2 foo2;
}
If this is the code we are talking about, the function ISR(TIMER1_COMPA_vect) shouldn't be compiled at all. The ISR MUST be absent.
PS: if you need more information, I can provide more but I tried to keep the problem as basic as possible
Typically what you would do for this type of situation is compile the code for such an object into a library. The linker is smart enough to detect if your main program depends on any function from the library. If it does, it will load the entire compilation unit (i.e. the .c or .cpp file) of that function into your program. Any ISRs that it finds in the compilation unit will be added to your program. If you don't use any functions from the library, the ISRs will not be added.
For example, put something like this in foo1.h:
#pragma once
class Foo1 {
public:
Foo1();
};
Put something like this in foo1.cpp:
#include <foo1.h>
ISR(TIMER1_COMPA_vect) {
}
Foo1::Foo1() {
}
Now you should compile foo1.cpp into foo1.o using avr-gcc. Next, use avr-ar to store foo1.o in an archive named foo1.a. Then, compile your main program with avr-gcc, and provide foo1.a as an argument. Make sure the foo1.a argument comes after main.cpp.
You may need to create a singleton. There are numerous examples. A singleton is a class that constructs itself, once only. The constructors are private and a static method checks a "global" variable to see if the class has already been constructed if not it will construct itself once only. You will may need to consider threading issues although for construction you can simply reference the class early before you have created multiple classes. For multiple users of an interrupt you typically use some sort of dispatcher that the objects register with and then all classes interested in the interrupt are called. The dispatcher may be a singleton. Typically a client of a dispatcher implements an interface. As part of registration with the dispatcher the class tell the dispatcher its "this" pointer and the dispatcher can call the methods implemented from the interface as though they were called as normal. There is no need for the client to have static methods. There are probably patterns for this stuff but I cannot name any.
As you stated your problem sounds strange but if you want to do something only once let's say in the constructor you can go with a simple but very ugly thing like this using local static variable
Foo:Foo() {
static bool init = true;
if( init ) {
//Some code for ISR init
init = false;
}
}
This way your special ISR initialization will take place only once, whatever the number of Foo object you or your user construct
EDIT:
I think there is no way to achieve what you want, at least no clean way.
Imo your problem comes from your ISR macro which actually does two things:
Initializing your ISR vector (ISR registration)
Defining your ISR handler (ISR handler)
To solve your problem I suggest you to split this into two macros then:
ISR registration goes in you Foo1 / Foo2 constructor -> use a global field or whatever mechanism to initialize only once or keep track internally of what has happened or so
Keep another macro ISR_HANDLER with only the handler definition
Your handlers can then remain defined and should have no influence if it is not registered by any of the Foo classes

C++ Java Handler equivilent

I'm coming from a Java/C# background and am new to C++. I am writing a library and am trying to accomplish the same functionality as a Handler does in Java. My scenario is as follows:
I am building a WinRT library that a user will put into his mobile/desktop app. At some point, after some network communication happens, a piece of data will come in that I want to pass along to the user. In Java, I declare a public static Handler (but do not initialize it) that the user can initialize. When the data comes in, I send a message through that Handler, and the end user's declaration within their app gets called, receiving the message and grabbing the data from it.
I can't seem to find a way to do the same in C++. I have looked at all kinds of posts/documentation on delegates/function pointers, utilizing the mighty Google with keywords like "callback", "handler", and "delegate". I think I have a half-formed understanding that it work differently in C++, but nothing is bearing fruit.
Could anyone kindly point me in the right direction?
Pretty much the same as you'd do it in Java. In your library, define a pure virtual class (more-or-less analogous with Java interface) of the handler.
class somethinghandler
{
public:
virtual void somethinghappened(<stuff that happened>) = 0;
}
And define and implement a class to watch for the event and call the function defined in the handler. This class contains a pointer, or list of pointers, objects installed by the client and methods to add and remove clients. If possible, don't use pointers at all let something do all of the containing. Life is cleaner that way. If you can't, guard the pointers with shared_ptr so that they cannot easily be destroyed before they are removed from the watcher.
class somethingwatcher
{
public:
bool addClient(std::shared_ptr<somethinghandler> clientToAdd);
bool removeClient(std::shared_ptr<somethinghandler> clientToRemove);
void applogic();
private:
std::shared_ptr<somethinghandler> client;
// or std::vector<std::shared_ptr<somethinghandler>> clients;
}
Finally, somewhere in somethingwatcher's application logic you detect something happened and call the client.
void somethingwatcher::applogic()
{
// do stuff
if(<something happened>)
{
// or iterate through the list of clients and doing for each:
if (client != nullptr)
{
client->somethinghappened(<stuff that happened>);
}
}
}
The library doesn't need to know anything about the client other than it exists and implements the somethinghappened function defined in somethinghandler. So long as you have a valid pointer, magic happens. Well, not really but this isn't the right place to go into how that "magic" works.
Outside the library in Client Land...
The client code defines and implements a class that implements somethinghandler to receive calls to somethinghappened.
class somethingclient: public somethinghandler
{
public:
void somethinghappened(<stuff that happened>);
\\ handles something happening.
}
Assuming the client code has instantiated a somethingwatcher named watcher, then an initialization routine creates and adds a somethingclient to watcher.
std::shared_ptr<somethinghandler> handler = std::make_shared<somethingclient>(constructor arguments);
watcher.addClient(handler);

Using functors/lambdas with C callbacks

I'm in the process of writing a C++11 wrapper for a popular open-source C library, providing RAII and all the other niceties you'd expect. The wrapper will be header-only (so one only needs to link to the original C lib), and in addition one of the principles I would like to stick to is that the wrapper should be "zero overhead" as far as possible, that is, when optimisation is enabled everything should be inlined so that only the C function calls remain.
For the most part, this isn't all that difficult: I have classes which hold pointers to the (opaque) C types, with constructors which call "create" functions, destructors which call "destroy" functions, methods which call C functions etc etc, just as you'd expect. So far, so easy.
However, one of the problems I'm having is how to deal with callbacks. The library has several entry points of the form
typedef <function signature> CallbackType;
void set_callback(CallbackType cb, void* data);
such that the underlying C library stores cb and data in static variables, and when particular events occur, the callback is fired and data is passed back to it along with other arguments.
I'd like to provide wrappers so that any C++ callable (i.e. functions, functors, lambdas, method calls using std::bind etc) can be used in a callback. However, functors and (capturing) lambdas are objects which need to be stored somewhere in order to ensure that they're still valid when the callback is fired. And exactly where to store them seems problematic... I can't put them on the heap as they then can't be deleted, and I can't (easily) use static variables because of the header-only nature of my library.
Does anyone have any advice/ingenious ideas/hacks that can be used in a situation like this?
Thanks in advance.
To n.m., if you see this: apologies for the mix-up the other day, I got busted posting this question about a personal project on work time so thought it best to delete it, it only had 5 views at the time so I thought I got away with it but obviously not. I'd be interested in your answer if you don't mind typing it again?
Place subscription handle and callback object in the single subscription wrapper. Then it's users responsibility to retain this wrapper as long as he wants to get callbacks from your c-library.
class subscription
{
std::function<void(int)> m_f;
static void callback(int param, void* data)
{
static_cast<subscription*>(data)->m_f( param );
}
subscription( const subscription& other ) = delete;
subscription& operator=( const subscription& ) = delete;
public:
subscription( const std::function<void(int)>& f ) : m_f(f)
{
set_callback( &callback, this);
}
~subscription()
{
clear_callback(&callback, this);
}
};
Usage:
subscription s( [](int param){ std::cout<<param*2<<std::endl; } );

Dynamic Libraries, plugin frameworks, and function pointer casting in c++

I am trying to create a very open plugin framework in c++, and it seems to me that I have come up with a way to do so, but a nagging thought keeps telling me that there is something very, very wrong with what I am doing, and it either won't work or it will cause problems.
The design I have for my framework consists of a Kernel that calls each plugin's init function. The init function then turns around and uses the Kernel's registerPlugin and registerFunction to get a unique id and then register each function the plugin wants to be accessible using that id, respectively.
The function registerPlugin returns the unique id. The function registerFunction takes that id, the function name, and a generic function pointer, like so:
bool registerFunction(int plugin_id, string function_name, plugin_function func){}
where plugin_function is
typedef void (*plugin_function)();
The kernel then takes the function pointer and puts it in a map with the function_name and plugin_id. All plugins registering their function must caste the function to type plugin_function.
In order to retrieve the function, a different plugin calls the Kernel's
plugin_function getFunction(string plugin_name, string function_name);
Then that plugin must cast the plugin_function to its original type so it can be used. It knows (in theory) what the correct type is by having access to a .h file outlining all the functions the plugin makes available. Plugins, by the by, are implemented as dynamic libraries.
Is this a smart way to accomplish the task of allowing different plugins to connect with each other? Or is this a crazy and really terrible programming technique? If it s, please point me in the direction of the correct way to accomplish this.
EDIT: If any clarification is needed, ask and it will be provided.
Function pointers are strange creatures. They're not necessarily the same size as data pointers, and hence cannot be safely cast to void* and back. But, the C++ (and C) specifications allow any function pointer to be safely cast to another function pointer type (though you have to later cast it back to the earlier type before calling it if you want defined behaviour). This is akin to the ability to safely cast any data pointer to void* and back.
Pointers to methods are where it gets really hairy: a method pointer might be larger than a normal function pointer, depending on the compiler, whether the application is 32- or 64-bit, etc. But even more interesting is that, even on the same compiler/platform, not all method pointers are the same size: Method pointers to virtual functions may be bigger than normal method pointers; if multiple inheritance (with e.g. virtual inheritance in the diamond pattern) is involved, the method pointers can be even bigger. This varies with compiler and platform too. This is also the reason that it's difficult to create function objects (that wrap arbitrary methods as well as free functions) especially without allocating memory on the heap (it's just possible using template sorcery).
So, by using function pointers in your interface, it becomes unpractical for the plugin authors to pass back method pointers to your framework, even if they're using the same compiler. This might be an acceptable constraint; more on this later.
Since there's no guarantee that function pointers will be the same size from one compiler to the next, by registering function pointers you're limiting the plugin authors to compilers that implement function pointers having the same size as your compiler does. This wouldn't necessarily be so bad in practice, since function pointer sizes tend to be stable across compiler versions (and may even be the same for multiple compilers).
The real problems start to arise when you want to call the functions pointed to by the function pointers; you can't safely call the function at all if you don't know its true signature (you will get poor results ranging from "not working" to segmentation faults). So, the plugin authors would be further limited to registering only void functions that take no parameters.
It gets worse: the way a function call actually works at the assembler level depends on more than just the signature and function pointer size. There's also the calling convention, the way exceptions are handled (the stack needs to be properly unwound when an exception is thrown), and the actual interpretation of the bytes of function pointer (if it's larger than a data pointer, what do the extra bytes signify? In what order?). At this point, the plugin author is pretty much limited to using the same compiler (and version!) that you are, and needs to be careful to match the calling convention and exception handling options (with the MSVC++ compiler, for example, exception handling is only explicitly enabled with the /EHsc option), as well as use only normal function pointers with the exact signature you define.
All the restrictions so far can be considered reasonable, if a bit limiting. But we're not done yet.
If you throw in std::string (or almost any part of the STL), things get even worse though, because even with the same compiler (and version), there are several different flags/macros that control the STL; these flags can affect the size and meaning of the bytes representing string objects. It is, in effect, like having two different struct declarations in separate files, each with the same name, and hoping they'll be interchangeable; obviously, this doesn't work. An example flag is _HAS_ITERATOR_DEBUGGING. Note that these options can even change between debug and release mode! These types of errors don't always manifest themselves immediately/consistently and can be very difficult to track down.
You also have to be very careful with dynamic memory management across modules, since new in one project may be defined differently from new in another project (e.g. it may be overloaded). When deleting, you might have a pointer to an interface with a virtual destructor, meaning the vtable is needed to properly delete the object, and different compilers all implement the vtable stuff differently. In general, you want the module that allocates an object to be the one to deallocate it; more specifically, you want the code that deallocates an object to have been compiled under the exact same conditions as the code that allocated it. This is one reason std::shared_ptr can take a "deleter" argument when it is constructed -- because even with the same compiler and flags (the only guaranteed safe way to share shared_ptrs between modules), new and delete may not be the same everywhere the shared_ptr can get destroyed. With the deleter, the code that creates the shared pointer controls how it is eventually destroyed too. (I just threw this paragraph in for good measure; you don't seem to be sharing objects across module boundaries.)
All of this is a consequence of C++ having no standard binary interface (ABI); it's a free-for-all, where it is very easy to shoot yourself in the foot (sometimes without realising it).
So, is there any hope? You betcha! You can expose a C API to your plugins instead, and have your plugins also expose a C API. This is quite nice because a C API can be interoperated with from virtually any language. You don't have to worry about exceptions, apart from making sure they can't bubble up above the plugin functions (that's the authors' concern), and it's stable no matter the compiler/options (assuming you don't pass STL containers and the like). There's only one standard calling convention (cdecl), which is the default for functions declared extern "C". void*, in practice, will be the same across all compilers on the same platform (e.g. 8 bytes on x64).
You (and the plugin authors) can still write your code in C++, as long as all the external communication between the two uses a C API (i.e. pretends to be a C module for the purposes of interop).
C function pointers are also likely compatible between compilers in practice, though if you'd rather not depend on this you could have the plugin register a function name (const char*) instead of address, and then you could extract the address yourself using, e.g., LoadLibrary with GetProcAddress for Windows (similarly, Linux and Mac OS X have dlopen and dlsym). This works because name-mangling is disabled for functions declared with extern "C".
Note that there's no direct way around restricting the registered functions to be of a single prototype type (otherwise, as I've said, you can't call them properly). If you need to give a particular parameter to a plugin function (or get a value back), you'll need to register and call the different functions with different prototypes separately (though you could collapse all the function pointers down to a common function pointer type internally, and only cast back at the last minute).
Finally, while you cannot directly support method pointers (which don't even exist in a C API, but are of variable size even with a C++ API and thus cannot be easily stored), you can allow the plugins to supply a "user-data" opaque pointer when registering their function, which is passed to the function whenever it's called; this gives the plugin authors an easy way to write function wrappers around methods and store the object to apply the method to in the user-data parameter. The user-data parameter can also be used for anything else the plugin author wants, which makes your plugin system much easier to interface with and extend. Another example use is to adapt between different function prototypes using a wrapper and extra arguments stored in the user-data.
These suggestions lead to code something like this (for Windows -- the code is very similar for other platforms):
// Shared header
extern "C" {
typedef void (*plugin_function)(void*);
bool registerFunction(int plugin_id, const char* function_name, void* user_data);
}
// Your plugin registration code
hModule = LoadLibrary(pluginDLLPath);
// Your plugin function registration code
auto pluginFunc = (plugin_function)GetProcAddress(hModule, function_name);
// Store pluginFunc and user_data in a map keyed to function_name
// Calling a plugin function
pluginFunc(user_data);
// Declaring a plugin function
extern "C" void aPluginFunction(void*);
class Foo { void doSomething() { } };
// Defining a plugin function
void aPluginFunction(void* user_data)
{
static_cast<Foo*>(user_data)->doSomething();
}
Sorry for the length of this reply; most of it can be summed up with "the C++ standard doesn't extend to interoperation; use C instead since it at least has de facto standards."
Note: Sometimes it's simplest just to design a normal C++ API (with function pointers or interfaces or whatever you like best) under the assumption that the plugins will be compiled under exactly the same circumstances; this is reasonable if you expect all the plugins to be developed by yourself (i.e. the DLLs are part of the project core). This could also work if your project is open-source, in which case everybody can independently choose a cohesive environment under which the project and the plugins are compiled -- but then this makes it hard to distribute plugins except as source code.
Update: As pointed out by ern0 in the comments, it's possible to abstract the details of the module interoperation (via a C API) so that both the main project and the plugins deal with a simpler C++ API. What follows is an outline of such an implementation:
// iplugin.h -- shared between the project and all the plugins
class IPlugin {
public:
virtual void register() { }
virtual void initialize() = 0;
// Your application-specific functionality here:
virtual void onCheeseburgerEatenEvent() { }
};
// C API:
extern "C" {
// Returns the number of plugins in this module
int getPluginCount();
// Called to register the nth plugin of this module.
// A user-data pointer is expected in return (may be null).
void* registerPlugin(int pluginIndex);
// Called to initialize the nth plugin of this module
void initializePlugin(int pluginIndex, void* userData);
void onCheeseBurgerEatenEvent(int pluginIndex, void* userData);
}
// pluginimplementation.h -- plugin authors inherit from this abstract base class
#include "iplugin.h"
class PluginImplementation {
public:
PluginImplementation();
};
// pluginimplementation.cpp -- implements C API of plugin too
#include <vector>
struct LocalPluginRegistry {
static std::vector<PluginImplementation*> plugins;
};
PluginImplementation::PluginImplementation() {
LocalPluginRegistry::plugins.push_back(this);
}
extern "C" {
int getPluginCount() {
return static_cast<int>(LocalPluginRegistry::plugins.size());
}
void* registerPlugin(int pluginIndex) {
auto plugin = LocalPluginRegistry::plugins[pluginIndex];
plugin->register();
return (void*)plugin;
}
void initializePlugin(int pluginIndex, void* userData) {
auto plugin = static_cast<PluginImplementation*>(userData);
plugin->initialize();
}
void onCheeseBurgerEatenEvent(int pluginIndex, void* userData) {
auto plugin = static_cast<PluginImplementation*>(userData);
plugin->onCheeseBurgerEatenEvent();
}
}
// To declare a plugin in the DLL, just make a static instance:
class SomePlugin : public PluginImplementation {
virtual void initialize() { }
};
SomePlugin plugin; // Will be created when the DLL is first loaded by a process
// plugin.h -- part of the main project source only
#include "iplugin.h"
#include <string>
#include <vector>
#include <windows.h>
class PluginRegistry;
class Plugin : public IPlugin {
public:
Plugin(PluginRegistry* registry, int index, int moduleIndex)
: registry(registry), index(index), moduleIndex(moduleIndex)
{
}
virtual void register();
virtual void initialize();
virtual void onCheeseBurgerEatenEvent();
private:
PluginRegistry* registry;
int index;
int moduleIndex;
void* userData;
};
class PluginRegistry {
public:
registerPluginsInModule(std::string const& modulePath);
~PluginRegistry();
public:
std::vector<Plugin*> plugins;
private:
extern "C" {
typedef int (*getPluginCountFunc)();
typedef void* (*registerPluginFunc)(int);
typedef void (*initializePluginFunc)(int, void*);
typedef void (*onCheeseBurgerEatenEventFunc)(int, void*);
}
struct Module {
getPluginCountFunc getPluginCount;
registerPluginFunc registerPlugin;
initializePluginFunc initializePlugin;
onCheeseBurgerEatenEventFunc onCheeseBurgerEatenEvent;
HMODULE handle;
};
friend class Plugin;
std::vector<Module> registeredModules;
}
// plugin.cpp
void Plugin::register() {
auto func = registry->registeredModules[moduleIndex].registerPlugin;
userData = func(index);
}
void Plugin::initialize() {
auto func = registry->registeredModules[moduleIndex].initializePlugin;
func(index, userData);
}
void Plugin::onCheeseBurgerEatenEvent() {
auto func = registry->registeredModules[moduleIndex].onCheeseBurgerEatenEvent;
func(index, userData);
}
PluginRegistry::registerPluginsInModule(std::string const& modulePath) {
// For Windows:
HMODULE handle = LoadLibrary(modulePath.c_str());
Module module;
module.handle = handle;
module.getPluginCount = (getPluginCountFunc)GetProcAddr(handle, "getPluginCount");
module.registerPlugin = (registerPluginFunc)GetProcAddr(handle, "registerPlugin");
module.initializePlugin = (initializePluginFunc)GetProcAddr(handle, "initializePlugin");
module.onCheeseBurgerEatenEvent = (onCheeseBurgerEatenEventFunc)GetProcAddr(handle, "onCheeseBurgerEatenEvent");
int moduleIndex = registeredModules.size();
registeredModules.push_back(module);
int pluginCount = module.getPluginCount();
for (int i = 0; i < pluginCount; ++i) {
auto plugin = new Plugin(this, i, moduleIndex);
plugins.push_back(plugin);
}
}
PluginRegistry::~PluginRegistry() {
for (auto it = plugins.begin(); it != plugins.end(); ++it) {
delete *it;
}
for (auto it = registeredModules.begin(); it != registeredModules.end(); ++it) {
FreeLibrary(it->handle);
}
}
// When discovering plugins (e.g. by loading all DLLs in a "plugins" folder):
PluginRegistry registry;
registry.registerPluginsInModule("plugins/cheeseburgerwatcher.dll");
for (auto it = registry.plugins.begin(); it != registry.plugins.end(); ++it) {
(*it)->register();
}
for (auto it = registry.plugins.begin(); it != registry.plugins.end(); ++it) {
(*it)->initialize();
}
// And then, when a cheeseburger is actually eaten:
for (auto it = registry.plugins.begin(); it != registry.plugins.end(); ++it) {
auto plugin = *it;
plugin->onCheeseBurgerEatenEvent();
}
This has the benefit of using a C API for compatibility, but also offering a higher level of abstraction for plugins written in C++ (and for the main project code, which is C++). Note that it lets multiple plugins be defined in a single DLL. You could also eliminate some of the duplication of function names by using macros, but I chose not to for this simple example.
All of this, by the way, assumes plugins that have no interdependencies -- if plugin A affects (or is required by) plugin B, you need to devise a safe method for injecting/constructing dependencies as needed, since there's no way of guaranteeing what order the plugins will be loaded in (or initialized). A two-step process would work well in that case: Load and register all plugins; during registration of each plugin, let them register any services they provide. During initialization, construct requested services as needed by looking at the registered service table. This ensures that all services offered by all plugins are registered before any of them are attempted to be used, no matter what order plugins get registered or initialized in.
The approach you took is sane in general, but I see a few possible improvements.
Your kernel should export C functions with a conventional calling convention (cdecl, or maybe stdcall if you are on Windows) for the registration of plugins and functions. If you use a C++ function then you are forcing all plugin authors to use the same compiler and compiler version that you use, since many things like C++ function name mangling, STL implementation and calling conventions are compiler specific.
Plugins should only export C functions like the kernel.
From the definition of getFunction it seems each plugin has a name, which other plugins can use to obtain its functions. This is not a safe practice, two developers can create two different plugins with the same name, so when a plugin asks for some other plugin by name it may get a different plugin than the expected one. A better solution would be for plugins to have a public GUID. This GUID can appear in each plugin's header file, so that other plugins can refer to it.
You have not implemented versioning. Ideally you want your kernel to be versioned because invariably you will change it in the future. When a plugin registers with the kernel it passes the version of the kernel API it was compiled against. The kernel then can decide if the plugin can be loaded. For example, if kernel version 1 receives a registration request for a plugin that requires kernel version 2 you have a problem, the best way to address that is to not allow the plugin to load since it may need kernel features that are not present in the older version. The reverse case is also possible, kernel v2 may or may not want to load plugins that were created for kernel v1, and if it does allow it it may need to adapt itself to the older API.
I'm not sure I like the idea of a plugin being able to locate another plugin and call its functions directly, as this breaks encapsulation. It seems better to me if plugins advertise their capabilities to the kernel, so that other plugins can find services they need by capability instead of by addressing other plugins by name or GUID.
Be aware that any plugin that allocates memory needs to provide a deallocation function for that memory. Each plugin could be using a different run-time library, so memory allocated by a plugin may be unknown to other plugins or the kernel. Having allocation and deallocation in the same module avoids problems.
C++ has no ABI. So what you want doing has a restriction: the plugins and your framework must compile & link by same compiler & linker with same parameter in same os. That is meaningless if the achievement is inter-operation in form of binary distribution because each plugin developed for framework has to prepare many version which target at different compiler on different os. So distrbute source code will be more practical than this and that's the way of GNU(download a src, configure and make)
COM is a chose, but it is too complex and out-of-date. Or managed C++ on .Net runtime. But they are only on ms os. If you want a universal solution, I suggest you change to another language.
As jean mentions, since there is no standard C++ ABI and standard name mangling conventions you are stuck to compile things with same compiler and linker. If you want a shared library/dll kind of plugins you have to use something C-ish.
If all will be compiled with same compiler and linker, you may want to also consider std::function.
typedef std::function<void ()> plugin_function;
std::map<std::string, plugin_function> fncMap;
void register_func(std::string name, plugin_function fnc)
{
fncMap[name] = fnc;
}
void call(std::string name)
{
auto it = fncMap.find(name);
if (it != fncMap.end())
(it->second)(); // it->second is a function object
}
///////////////
void func()
{
std::cout << "plain" << std::endl;
}
class T
{
public:
void method()
{
std::cout << "method" << std::endl;
}
void method2(int i)
{
std::cout << "method2 : " << i << std::endl;
}
};
T t; // of course "t" needs to outlive the map, you could just as well use shared_ptr
register_func("plain", func);
register_func("method", std::bind(&T::method, &t));
register_func("method2_5", std::bind(&T::method2, &t, 5));
register_func("method2_15", std::bind(&T::method2, &t, 15));
call("plain");
call("method");
call("method2_5");
call("method2_15");
You can also have plugin functions that take argumens. This will use the placeholders for std::bind, but soon you can find that it is somewhat lacking behind boost::bind. Boost bind has nice documentation and examples.
There is no reason why you should not do this. In C++ using this style of pointer is the best since it's just a plain pointer. I know of no popular compiler that would do anything as brain-dead as not making a function pointer like a normal pointer. It is beyond the bounds of reason that someone would do something so horrible.
The Vst plugin standard operates in a similar way. It just uses function pointers in the .dll and does not have ways of calling directly to classes. Vst is a very popular standard and on windows people use just about any compiler to do Vst plugins, including Delphi which is pascal based and has nothing to do with C++.
So I would do exactly what you suggest personally. For the common well-known plugins I would not use a string name but an integer index which can be looked up much faster.
The alternative is to use interfaces but I see no reason to if your thinking is already based around function pointers.
If you use interfaces then it is not so easy to call the functions from other languages. You can do it from Delphi but what about .NET.
With your function pointer style suggestion you can use .NET to make one of the plugins for example. Obviously you would need to host Mono in your program to load it but just for hypothetical purposes it illustrates the simplicity of it.
Besides, when you use interfaces you have to get into reference counting which is nasty. Stick your logic in function pointers like you suggest and then wrap the control in some C++ classes to do the calling and stuff for you. Then other people can make the plugins with other languages such as Delphi Pascal, Free Pascal, C, Other C++ compilers etc...
But as always, regardless of what you do, exception handling between compilers will remain an issue so you have to think about the error handling. Best way is that the plugins own method catches own plugin exceptions and returns an error code to the kernel etc...
With all the excellent answers above, I'll just add that this practice is actually pretty wide distributed. In my practice, I've seen it both in commercial projects and in freeware/opensource ones.
So - yes, it's good and proven architecture.
You don't need to register functions manually. Really? Really.
What you could use is a proxy implementation for your plugin interface, where each function loads its original from the shared library on demand, transparently, and calls it. Whoever reaches a proxy object of that interface definition just can call the functions. They will be loaded on demand.
If plugins are singletons, then there is no need for manual binding at all (otherwise the correct instance has to be chosen first).
The idea for the developer of a new plugin would be to describe the interface first, then have a generator which generates a stub for the implementation for the shared library, and additionally a plugin proxy class with the same signature but with the autoloading on demand which then is used in the client software. Both should fulfill the same interface (in C++ a pure abstract class).

Segfault when calling a virtual function in another DLL

I have a two-part program where the main core needs to have an adapter registered and then call back into the register. The parts are in separate DLLs, and the core doesn't know the adapter's specifics (besides methods and parameters ahead of time). I've tried setting it up with the following code and recieve a segfault every time the core tries to call an adapter method:
Core.hpp/cpp (combined and simplified):
class Core
{
public:
Core()
: mAdapter(NULL)
{ }
void DoStuff(int param)
{
if ( this->mAdapter )
{
this->mAdapter->Prepare(param);
}
}
void Register(Adapter * adapter)
{
this->mAdapter = adapter;
}
private:
Adapter * mAdapter;
};
Adapter.hpp/cpp (in the core library):
class Adapter
{
public:
Adapter(Core * core) { }
virtual void Prepare(int param)
{
// For testing, this is defined here
throw("Non-overridden adapter function called.");
}
};
AdapterSpecific.hpp/cpp (second library):
class Adapter_Specific
: Adapter
{
public:
Adapter_Specific(Core * core)
{
core->Register(this);
}
void Prepare(int param) { ... }
};
All classes and methods are marked as DLL export while building the first module (core) and the core is marked as export, the adapter as import while building the adapter.
The code runs fine up until the point where Core::DoStuff is called. From walking through the assembly, it appears that it resolves the function from the vftable, but the address it ends up with is an 0x0013nnnn, and my modules are in the 0x0084nnnn and above range. Visual Studio's source debugger and the intellisense shows the the entries in the vftable are the same and the appropriate one does go to a very low address (one also goes to 0xF-something, which seems equally odd).
Edit for clarity: Execution never re-enters the adapter_specific class or module. The supposed address for the call is invalid and execution gets lost there, resulting in the segfault. It's not an issue with any code in the adapter class, which is why I left that out.
I've rebuilt both libraries more than once, in debug mode. This is pure C++, nothing fancy. I'm not sure why it won't work, but I need to call back into the other class and would rather avoid using a struct of function ptrs.
Is there a way to use neat callbacks like this between modules or is it somehow impossible?
You said all your methods are declared DLL exports. Methods (member functions) do not have to be marked that way ,exporting the class is sufficient. I don't know if it's harmfull if you do.
You are using a lot of pointers. Where are their lifetimes managed?
Adapter_Specific is inheriting private from Adapter in your example
Adapter has a virtual method so probably needs a virtual destructor too
Adapter also has no default constructor so the constructor of Adapter_Specific won't compile. You might want it to construct the base class with the same parameter. This does not happen automatically. However see point 6.
Constructors that take exactly one parameter (other than the copy constructor) should normally be declared explicit.
The base class Adapter takes a parameter it does not use.
The problem ended up being a stupid mistake on my part.
In another function in the code, I was accidentally feeding a function a Core * instead of the Adapter * and didn't catch it in my read-through. Somehow the compiler didn't catch it either (it should have failed, but no implicit cast warning was given, possibly because it was a reference-counted point).
That tried to turn the Core * into an Adapter and get the vftable from that mutant object, which failed miserably and resulted in a segfault. I fixed it to be the proper type and all works fine now.
__declspec(dllexport) on classes and class members is a really bad idea. It's much better to use an interface (base class containing only virtual functions, it's essentially the same as the "struct of function pointers" you didn't want, except the compiler handles all the details), and use __declspec(dllexport) only for global functions such as factory functions. Especially don't call constructors and destructors directly across DLL boundaries because you'll get mismatched allocators, expose an ordinary function which wraps the special functions.