72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "valobject.h"
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#ifndef VALIDATOR_H
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#define VALIDATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifdef DBGFLAG_VALIDATE
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class CValidator {
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public:
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// Constructors & destructors
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CValidator(void);
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~CValidator(void);
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// Call this each time we enter a new Validate function
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void Push(tchar *pchType, void *pvObj, tchar *pchName);
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// Call this each time we exit a Validate function
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void Pop(void);
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// Claim ownership of a memory block
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void ClaimMemory(void *pvMem);
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// Finish performing a check and perform necessary computations
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void Finalize(void);
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// Render our results to the console
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void RenderObjects(int cubThreshold); // Render all reported objects
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void RenderLeaks(void); // Render all memory leaks
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// List manipulation functions:
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CValObject *FindObject(
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void *pvObj); // Returns CValObject containing pvObj, or NULL.
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void DiffAgainst(
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CValidator
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*pOtherValidator); // Removes any entries from this validator that
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// are also present in the other.
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// Accessors
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bool BMemLeaks(void) { return m_bMemLeaks; };
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CValObject *PValObjectFirst(void) { return m_pValObjectFirst; };
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void Validate(CValidator &validator,
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tchar *pchName); // Validate our internal structures
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private:
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CValObject *m_pValObjectFirst; // Linked list of all ValObjects
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CValObject *m_pValObjectLast; // Last ValObject on the linked list
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CValObject *m_pValObjectCur; // Object we're current processing
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int m_cpvOwned; // Total # of blocks owned
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int m_cpubLeaked; // # of leaked memory blocks
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int m_cubLeaked; // Amount of leaked memory
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bool m_bMemLeaks; // Has any memory leaked?
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};
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#endif // DBGFLAG_VALIDATE
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#endif // VALIDATOR_H
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