How to use -fsplit-stack on a large project - c++

I recently posted a question about stack segmentation and boost coroutines but it seems like the -fsplit-stack approach only works with source files that are compiled with that flag, the runtime breaks down when you branch to another function that has not been compiled with -fsplit-stack. For example
This implies that the runtime uses a function local technique to detect when the current stack has been surpassed. And not a "guard page signal" trick, where the end of the stack always has a guard page which will raise a signal on write or read, telling the runtime to allocate a new stack frame and branch to that.
Then what is the use of this flag? If I link to any other library that has not been built with this, code will break (even libstdc++ and libc), then how is this something people use practically with big projects?
From reading the gcc wiki about split stacks it seems like calling a non split stack function from a split stack function results in an allocation of a 64KB stack frame. Good.
But it seems like calling a non split stack function from a function pointer has not yet been implemented to follow the above scheme.
What use is this flag then? If I proceed to call any virtual function will my program break?
Further from the answer below it seems like clang has not implemented split stacks?

You have to compile boost (at least boost.context and boost.coroutine) with segmeented-stacks support AND your application.
compile boost (boost.context and boost.coroutine) with b2 property segmented-stacks=on (enables special code inside boost.coroutine and boost.context).
your app has to be compiled with -DBOOST_USE_SEGMENTED_STACKS and -fsplit-stack (required by boost.coroutines headers).
see boost.coroutine documentation
boost.coroutine contains an example that demonstrates segmented stacks (in directory coroutine/example/asymmetric/ call b2 toolset=gcc segmented-stacks=on).
regarding your last question GCC Wiki states:
For calls from split-stack code to non-split-stack code, the linker
will change the initial instructions in the split-stack (caller)
function. This means that the linker will have to have special
knowledge of the instructions that the compiler emits. The effect of
the changes will be to increase the required framesize by a number
large enough to reasonably work for a non-split-stack. This will be a
target dependent number; the default will be something like 64K. Note
that this large stack will be released when the split-stack function
returns. Note that I'm disregarding the case of split-stack code in a
shared library calling non-split-stack code in the main executable;
that seems like an unlikely problem.
please note: while llvm supports segmented stacks, clang seams not to provide the __splitstack_<xyz> functions.

First I'd say split stack support is somewhat experimental in nature to begin with. It is not a widely supported thing nor has a single implementation become accepted as the way to go. As such, part of the purpose of it existing in the compiler is to enable research in real use.
That said, one generally wants to use such a feature to enable lots of threads with small stacks, but which can get bigger if they need to. In some applications, the code that runs in these threads can be tightly controlled. E.g. fairly specialized request handlers that do not call general purpose libraries such as Boost. High performance systems work often involves tightening down the constraints on what code is used in a given path and this would be an example thereof. It certainly limits the applicability of the feature, but I wouldn't be surprised if someone is using it in production this way.
Note that similar issues exist with flags such as -fno-exceptions and -fno-rtti . Generally C++ requires compiling everything that goes into an executable with a compatible set of flags. Sometimes one can mix and match, but it is often fragile. This is part of the motivation of building everything from source and hermetic build tools like bazel. Other languages have different approaches to non-source components, especially virtual machine based languages such as Java and the .NET family. In those worlds things like split stacks are decided at a lower-level of compilation, but typically one would not have any control over or awareness of them at the source code level.

Related

Can segmented stacks be used freely with other libraries

The way I understand it, segmented stacks are built with compiler support so that whenever a function running on the segmented stack calls another function, if first checks whether the stack has enough space for the stack frame for that new function. And if it doesn't another segmented stack is attached and code branches to that function.
But does this work if say for example I have a fiber running and I call another function from another shared (or compiled into non shared object file) library that was not compiled with the -fsplit-stack option? How do the functions in that library know that they would have to check to see if the segmented stack has enough space in the segmented stack to continue?
Only interested in clang and gcc implementations (and in particular with boost context), thanks!
I'm going to grab back at a piece of documentation that I remember seeing at an earlier question about this subject:
Backward compatibility
We want to be able to use split stack programs on systems with prebuilt libraries compiled without split stacks. This means that we need to ensure that there is sufficient stack space before calling any such function.
Each object file compiled in split stack mode will be annotated to indicate that the functions use split stacks. This should probably be annotated with a note but there is no general support for creating arbitrary notes in GNU as. Therefore, each object file compiled in split stack mode will have an empty section with a special name: .note.GNU-split-stack. If an object file compiled in split stack mode includes some functions with the no_split_stack attribute, then the object file will also have a .note.GNU-no-split-stack section. This will tell the linker that some functions may not have the expected split stack prologue.
[...]
For calls from split-stack code to non-split-stack code, the linker will change the initial instructions in the split-stack (caller) function. This means that the linker will have to have special knowledge of the instructions that the compiler emits. The effect of the changes will be to increase the required framesize by a number large enough to reasonably work for a non-split-stack. This will be a target dependent number; the default will be something like 64K. Note that this large stack will be released when the split-stack function returns. Note that I'm disregarding the case of split-stack code in a shared library calling non-split-stack code in the main executable; that seems like an unlikely problem.
I specifically remember the list (italicized) caveat - I don't remember it was me who highlighted it or someone else. The keyword in that discussion was about "callbacks".

How to call an assembly function from C++ dynamically?

REQUIREMENT: For a certain project we have unique requirement. The application supports an expression language that allows the user to define their own complex expressions that can be evaluated at run time (many hundred times a second) and they need to be executed at machine level for performance.
WORKING: Our expression parser translates the script into corresponding assembly language routine perfectly. We checked it by statically linking the object files generated with our C test program and they produce correct result.
Since the client can change the script anytime, our program (at run time) detects the change, calls the parser which generates the corresponding assembly routine. We then call the assembler from back end to create the object code.
PROBLEM
How can we call this assembly routine dynamically from the C++ program
(Loader)?
We are not supposed to call the C++ compiler to link it with the loader because the loader already would have other subroutines running and we cannot take the loader off, recompile and then execute the new loader program.
I tried searching for a solution online but every time the results are littered with .NET assembly dynamic calling. Our app has nothing to do with .NET.
First, the "generated plugin" approach (on Linux; my answer focuses on Linux but could be adapted to Windows with some effort; you could use many-platform frameworks like Qt or POCO or Glib from GTK; then all wrap plugin loading abilities à la dlopen with a common API that you could use on Windows, on Linux, on MacOSX, on Android) :
generate C (or assembly) code in some file /tmp/generated01.c (you might even generate C++ code using standard C++ containers, but its compilation would be significantly slower; beware of name mangling so emit and use extern "C" functions; read the C++ dlopen mini HowTo). See this answer explaining why generating C is worthwhile (and could be better, and more portable, than generating assembler code).
run (using fork+execve+waitpid, or simply system) a compilation of that generated file into a shared object /tmp/genenerated01.so by running gcc -fPIC -Wall -O /tmp/generated01.c -shared -o /tmp/generated01.so command; you practically need to get position-independent code, hence the -fPIC flag. If using dlopen on your generated assembler code you'll need to improve your assembler generator to emit PIC code.
dlopen that new /tmp/generated01.so (so use the dynamic linker), see dlopen(3); you could even remove the now useless generated C file /tmp/generated01.c
dlsym the relevant symbols to get function pointers to the generated code, see dlsym(3); your application would simply call the generated code using these function pointers.
when you are sure that you don't need any functions from it and that no call frame uses it, you could dlclose that shared object library (but you might accept to leak some address space by not calling dlclose at all)
The above approach is worthwhile and can be used a big lot of times (my manydl.c demonstrates that you could dlopen a million different shared objects), and is practically even compatible (even when emitting C code!) with an interactive Read-Eval-Print-Loop -on most current desktops and laptops and servers-, since most of the time the generated /tmp/generated01.c would be quite small (e.g. a few hundred lines at most) to be very quickly generated and compiled (by gcc, etc...). I am even using this in MELT for its REPL mode. On Linux this plugin approach generally requires to link the main application with -rdynamic (so that dlopen-ed plugins can reference and call functions from the main application).
Then, other approaches could be to use some Just-In-Time compilation library, like
GNU lightning (which emits slow machine code very quickly - so very short JIT emission time, but the generated code is running slowly since it is very unoptimized)
asmjit; it is x86-64 specific, and enables you to generate individual x86-64 machine instructions
GNU libjit is available for several platforms, and offer an "interpreter" mode for other platforms
LLVM (part of Clang/LLVM compiler, usable as a JIT library)
GCCJIT (a new JIT library front-end to GCC)
Grossly speaking, the first elements of that list are able to emit JIT machine code fairly quickly, but that code won't run as fast as compiling with gcc -fPIC -O1 or -O2 the equivalent generated C code (but would run typically 2x to 5x slower!); the last two elements (LLVM & GCCJIT) are compiler based: so they are able to optimize and emit efficient code, at the expense of slower JIT code emission. All the JIT libraries are able (like dlsym does for plugins) to give function pointers to newly JIT-constructed functions.
Notice that there is a trade-off to be made: some techniques are able to generate quickly some machine code, if you accept that generated code to later run a bit slowly; other techniques (notably GCCJIT or LLVM) are spending time to optimize the generated machine code, so takes more time to emit the machine code, but that code would later run quickly. You should not expect both (small generation time, quick execution time), since there is no such thing as a free lunch.
I believe that generating manually some assembler code is practically not worthwhile. You won't be able to generate very optimized code (because optimization is a very difficult art, and both GCC and Clang have millions of source line code for optimization passes), unless you spend many years of work for that. Using some JIT library is easier, and "compiling" to C or C++ is also quite easy (you leave the burden of optimization to the C compiler you are calling).
You could also consider rewriting your application into some language with homoiconicity and metaprogramming abilities (e.g. multi-stage programming), such as Common Lisp (and many others, e.g. those providing eval). Its SBCL implementation is always emitting machine code...
You could also embed an interpreter like Lua -perhaps even LuaJit- or Guile in your application. The main advantage of embedding an existing language is that there are resources (books, modules, ...) and community of people knowing them (designing a good language is difficult!). Also, the embedded interpreter library is well designed and probably well debugged (since used a lot), and some of them are fast enough (since using bytecode techniques).
As the comments already suggest, LoadLibrary (Windows) and dlopen (Linux/POSIX) are by far the easiest solution. These are specifically intended to dynamically load code. Equally important, they both allow unloading as well, and there are functions to then get a function entry point by name.
You can dynamically do it. I will take linux case as an example. Since your parser working fine and generates machine code, you should be able to generate .so (for linux) or .dll for windows.
Next, load the library as
handle = dlopen(so_file_name, RTLD_LAZY);
Next get function pointer
func = dlsym(handle, "function_name");
Then you should be able to execute it as func()
One thing you need to experiment (in case you do not get desired result) is close and open the so file or dll file (you need to do only if required, else it may reduce performance)
It sounds like you can generate the proper byte code. So you could just ensure that you generate position independent code, write it into an executable piece of memory, and then call or create thread upon the code. The simplest way would just be to cast the pointer to the base of the memory you wrote the code into as a function pointer, and then call it.
If you write your bytecode to avoid referencing different sections, and instead reference offsets from its loaded base, 'loading' the code is as easy as writing it to executable memory. You could do a call/pop/jmp to find the base of the code once it begins executing.
Conversely, and probably the easiest solution, would be to just write the code out as function expecting arguments, that way you could pass the code's base and any other arguments to it, as you would with any other function, as long as you use the proper typedef for your function pointer, and the generated assembly handles the arguments properly. As long as you avoid creating absolute jumps or data references to absolute addresses, you shouldn't have any issue.
too late but I think it would help someone else.
in case you want to dynamically execute a piece of code, you can create an interpreter for this.
compile your expressions into some byte code then write the interpreter for executing this.
here is a tutorial about writing interpreters, but in python.
https://ruslanspivak.com/lsbasi-part1/
you can write it using c/c++

Getting address of caller in c++

At the moment I'm working on a anticheat. I added a way to detect any hooking to the directx functions, since those are what most cheats do.
The problem comes in when a lot of programs, such as OBS, Fraps and many other programs that hook directx get their hook detected too.
So to be able to hook directx, you will most probabbly have to call VirtualProtect. If I could determine what address this is being called from, then I could loop through all dll's in memory, and then find what module it has been called from, and then sending the information to the server, maybe perhaps even taking a md5 hash and sending it to the server for validation.
I could also hook the DirectX functions that the cheats hook and check where those get called from (since most of them use ms detours).
I looked it up, and apparently you can check the call stack, but every example I found did not seem to help me.
This -getting the caller's address- is not possible in standard C++. And many C++ compilers might optimize some calls (e.g. by inlining them, even when you don't specify inline, or because there is no more any framepointer, e.g. compiler option -fomit-frame-pointerfor x86 32 bits with GCC, or by optimizing a tail-call ....) to the point that the question might not make any sense.
With some implementations and some C or C++ standard libraries and some (but not all) compiler options (in particular, don't ask the compiler to optimize too much*) you might get it, e.g. (on Linux) use backtrace from GNU glibc or I.Taylor's libbacktrace (from inside GCC implementation) or GCC return address builtins.
I don't know how difficult would it be to port these to Windows (Perhaps Cygwin did it). The GCC builtins might somehow work, if you don't optimize too much.
Read also about continuations. See also this answer to a related question.
Note *: on Linux, better compile all the code (including external libraries!) with at most g++ -Wall -g -O1 : you don't want too much optimization, and you want the debug information (in particular for libbacktrace)
Ray Chen's blog 'The old new thing' covers using return address' to make security decisions and why its a pretty pointless thing
https://devblogs.microsoft.com/oldnewthing/20060203-00/?p=32403
https://devblogs.microsoft.com/oldnewthing/20040101-00/?p=41223
Basically its pretty easy to fake (by injecting code or using a manually constructed fake stack to trick you). Its Windows centric but the basic concepts are generally applicable.

Open-source C++ scanning library

Rationale: In my day-to-day C++ code development, I frequently need to
answer basic questions such as who calls what in a very large C++ code
base that is frequently changing. But, I also need to have some
automated way to exactly identify what the code is doing around a
particular area of code. "grep" tools such as Cscope are useful (and
I use them heavily already), but are not C++-language-aware: They
don't give any way to identify the types and kinds of lexical
environment of a given use of a type or function a such way that is
conducive to automation (even if said automation is limited to
"read-only" operations such as code browsing and navigation, but I'm
asking for much more than that below).
Question: Does there exist already an open-source C/C++-based library
(native, not managed, not Microsoft- or Linux-specific) that can
statically scan or analyze a large tree of C++ code, and can produce
result sets that answer detailed questions such as:
What functions are called by some supplied function?
What functions make use of this supplied type?
Ditto the above questions if C++ classes or class templates are involved.
The result set should provide some sort of "handle". I should be able
to feed that handle back to the library to perform the following types
of introspection:
What is the byte offset into the file where the reference was made?
What is the reference into the abstract syntax tree (AST) of that
reference, so that I can inspect surrounding code constructs? And
each AST entity would also have file path, byte-offset, and
type-info data associated with it, so that I could recursively walk
up the graph of callers or referrers to do useful operations.
The answer should meet the following requirements:
API: The API exposed must be one of the following:
C or C++ and probably is "C handle" or C++-class-instance-based
(and if it is, must be generic C o C++ code and not Microsoft- or
Linux-specific code constructs unless it is to meet specifics of
the given platform), or
Command-line standard input and standard output based.
C++ aware: Is not limited to C code, but understands C++ language
constructs in minute detail including awareness of inter-class
inheritance relationships and C++ templates.
Fast: Should scan large code bases significantly faster than
compiling the entire code base from scratch. This probably needs to
be relaxed, but only if Incremental result retrieval and Resilient
to small code changes requirements are fully met below.
Provide Result counts: I should be able to ask "How many results
would you provide to some request (and no don't send me all of the
results)?" that responds on the order of less than 3 seconds versus
having to retrieve all results for any given question. If it takes
too long to get that answer, then wastes development time. This is
coupled with the next requirement.
Incremental result retrieval: I should be able to then ask "Give me
just the next N results of this request", and then a handle to the
result set so that I can ask the question repeatedly, thus
incrementally pulling out the results in stages. This means I
should not have to wait for the entire result set before seeing
some subset of all of the results. And that I can cancel the
operation safely if I have seen enough results. Reason: I need to
answer the question: "What is the build or development impact of
changing some particular function signature?"
Resilient to small code changes: If I change a header or source
file, I should not have to wait for the entire code base to be
rescanned, but only that header or source file
rescanned. Rescanning should be quick. E.g., don't do what cscope
requires you to do, which is to rescan the entire code base for
small changes. It is understood that if you change a header, then
scanning can take longer since other files that include that header
would have to be rescanned.
IDE Agnostic: Is text editor agnostic (don't make me use a specific
text editor; I've made my choice already, thank you!)
Platform Agnostic: Is platform-agnostic (don't make me only use it
on Linux or only on Windows, as I have to use both of those
platforms in my daily grind, but I need the tool to be useful on
both as I have code sandboxes on both platforms).
Non-binary: Should not cost me anything other than time to download
and compile the library and all of its dependencies.
Not trial-ware.
Actively Supported: It is likely that sending help requests to mailing lists
or associated forums is likely to get a response in less than 2
days.
Network agnostic: Databases the library builds should be able to be used directly on
a network from 32-bit and 64-bit systems, both Linux and Windows
interchangeably, at the same time, and do not embed hardcoded paths
to filesystems that would otherwise "root" the database to a
particular network.
Build environment agnostic: Does not require intimate knowledge of my build environment, with
the notable exception of possibly requiring knowledge of compiler
supplied CPP macro definitions (e.g. -Dmacro=value).
I would say that CLang Index is a close fit. However I don't think that it stores data in a database.
Anyway the CLang framework offer what you actually need to build a tool tailored to your needs, if only because of its C, C++ and Objective-C parsing / indexing capabitilies. And since it's provided as a set of reusable libraries... it was crafted for being developed on!
I have to admit that I haven't used either because I work with a lot of Microsoft-specific code that uses Microsoft compiler extensions that i don't expect them to understand, but the two open source analyzers I'm aware of are Mozilla Pork and the Clang Analyzer.
If you are looking for results of code analysis (metrics, graphs, ...) why not use a tool (instead of API) to do that? If you can, I suggest you to take a look at Understand.
It's not free (there's a trial version) but I found it very useful.
Maybe Doxygen with GraphViz could be the answer of some of your constraints but not all,for example the analysis of Doxygen is not incremental.

Any improvements on the GCC/Windows DLLs/C++ STL front?

Yesterday, I got bit by a rather annoying crash when using DLLs compiled with GCC under Cygwin. Basically, as soon as you run with a debugger, you may end up landing in a debugging trap caused by RtlFreeHeap() receiving an address to something it did not allocate.
This is a known bug with GCC 3.4 on Cygwin. The situation arises because the libstdc++ library includes a "clever" optimization for empty strings. I spare you the details (see the references throughout this post), but whenever you allocate memory in one DLL for an std::string object that "belongs" to another DLL, you end up giving one heap a chunk to free that came from another heap. Hence the SIGTRAP in RtlFreeHeap().
There are other problems reported when exceptions are thrown across DLL boundaries.
This makes GCC 3.4 on Windows an unacceptable solution as soon as your project is based on DLLs and the STL. I have a few options to move past this option, many of which are very time-consuming and/or annoying:
I can patch my libstdc++ or rebuild it with the --enable-fully-dynamic-string configuration option
I can use static libraries instead, which increases my link time
I cannot (yet) switch to another compiler either, because of some other tools I'm using. The comments I find from some GCC people is that "it's almost never reported, so it's probably not a problem", which annoys me even more.
Does anyone have some news about this? I can't find any clear announcement that this has been fixed (the bug is still marked as "assigned"), except one comment on the GNU Radio bug tracker.
Thanks!
The general problem you're running into is that C++ was never really meant as a component language. It was really designed to be used to create complete standalone applications. Things like shared libraries and other such mechanisms were created by vendors on their own. Think of this example: suppose you created a C++ component that returns a C++ object. How is the C++ component know that it will be used by a C++ caller? And if the caller is a C++ application, why not just use the library directly?
Of course, the above information doesn't really help you.
Instead, I would create the shared libraries/DLLs such that you follow a couple of rules:
Any object created by a component is also destroyed by the same component.
A component can be safely unloaded when all of its created objects are destroyed.
You may have to create additional APIs in your component to ensure these rules, but by following these rules, it will ensure that problems like the one described won't happen.