C++ 状态模式实现:指向状态机的指针机制变得无效?

C++ State Pattern implementation: Mechanism of pointer to State Machine becoming invalid?

在尝试实现 "Head First Design Patterns" 书中的一个简单状态模式示例时,我遇到了一种让我觉得有点奇怪的情况。请注意,这个问题不是关于正确实施模式,而是关于理解导致观察到的行为的潜在机制。

机器 "Gumball_machine" 应该有几种可能的状态(No_quarter_stateHas_quarter_stateSold_out_state 等),通过虚函数将行为委托给这些状态在运行时调用。这些状态是从抽象基 class State 公开继承的。 Gumball_machine 有一个 std::unique_ptr<State>State class 本身是指向 Gumball_machine 的原始指针(因为没有假定所有权)。

当满足某些条件时会发生状态转换,它们通过分配新的具体状态 class 并将所有权转移到 Gumball_machine.

来实现

(我将 post 一些代码示例放在这个 post 的末尾,因为我想先 "get to the point"。)

有一种情况,在同一个函数中切换状态后调用另一个函数:

void Has_quarter_state::turn_crank()
{         
     std::cout << "You turned...\n";
     machine_->state_ = std::make_unique<Sold_state>(machine_);
     machine_->dispense();                    // Invalid read!

     // This works however (don't forget to comment out the above reallocation):
//     Gumball_machine* ptr{machine_};
//     machine_->state_ = std::make_unique<Sold_state>(machine_);
//     ptr->dispense();
}

其中 machine_ 是指向 Gumball_machine 的指针,state_ 是指向具体状态的 std::unique_ptr<State>Has_quarter_state.

如果我声明临时指针ptr并调用Gumball_machine::dispense(),就没有问题。但是,如果我简单地调用 machine_->dispense(),valgrind 将显示无效读取(错误消息将在下面显示)。

而这个我不是很明白。 ptrmachine_ 应该引用同一个 Gumball_machine 实例,在程序结束之前不应该被销毁。 Has_quarter_state(或者更确切地说父 class "State")只有一个没有所有权的原始指针。

现在想起来,大概是因为unique_ptr-reset会导致Has_quarter_state实例占用的内存被释放。这可能意味着任何后续操作,即对 Gumball_machine::dispense() 的函数调用,都会导致未定义的行为。这个假设是否正确? 如果内存地址 (&memory_ == &ptr) 没有改变,为什么调用 ptr->dispense()machine_->dispense() 会有所不同?

我觉得内存管理有一些复杂的地方我还是不明白。希望你能帮我解决问题。

下面我将 post 重现此代码("incorrect" 版本)和 valgrind 给我的错误消息(使用 --leak-check=full--leak-kinds=all)。

代码通过 clang++ -std=c++14 -stdlib=libc++ 使用 clang 3.6.0

编译

现在是实际代码(大大简化为更小的示例):

Gumball_machine.hpp:

#ifndef CLASS_GUMBALL_MACHINE_HPP_
#define CLASS_GUMBALL_MACHINE_HPP_

#include <memory>

class State;

class Gumball_machine
{
     friend class Has_quarter_state;
     friend class Sold_state;
     public:
          Gumball_machine();
          ~Gumball_machine();

          void turn_crank();

     private:
          void dispense();

     private:
          std::unique_ptr<State> state_;

};
#endif

Gumball_machine.cpp:

#include "Gumball_machine.hpp"

#include "Has_quarter_state.hpp"

Gumball_machine::Gumball_machine() : state_{std::make_unique<Has_quarter_state>(this)} {}
Gumball_machine::~Gumball_machine() {}

void Gumball_machine::turn_crank() { state_->turn_crank(); }
void Gumball_machine::dispense() { state_->dispense(); }

State.hpp:

#ifndef CLASS_STATE_HPP_
#define CLASS_STATE_HPP_

class Gumball_machine;

class State
{
     public:
          explicit State(Gumball_machine* m); 
          virtual ~State();

          virtual void turn_crank() = 0;
          virtual void dispense() = 0;

     protected:
          Gumball_machine* machine_ = nullptr;
};
#endif

State.cpp:

#include "State.hpp"
State::State(Gumball_machine* m) : machine_{m} {}
State::~State() {}

Has_quarter_state.hpp:

#ifndef ClASS_HAS_QUARTER_STATE_HPP_
#define ClASS_HAS_QUARTER_STATE_HPP_

#include "State.hpp"

class Gumball_machine;

class Has_quarter_state : public State
{
     public:
          explicit Has_quarter_state(Gumball_machine*);
          ~Has_quarter_state() override;

          void turn_crank() override;
          void dispense() override;
};
#endif

Has_quarter_state.cpp:

#include "Has_quarter_state.hpp"

#include <iostream>

#include "Gumball_machine.hpp"
#include "Sold_state.hpp"

Has_quarter_state::Has_quarter_state(Gumball_machine* m) : State{m} {}
Has_quarter_state::~Has_quarter_state() {}

void Has_quarter_state::turn_crank()
{         
     std::cout << "You turned...\n";
     machine_->state_ = std::make_unique<Sold_state>(machine_);
     machine_->dispense();                    // Invalid read!

     // This works however (don't forget to comment out the above reallocation):
//     Gumball_machine* ptr{machine_};
//     machine_->state_ = std::make_unique<Sold_state>(machine_);
//     ptr->dispense();
}
void Has_quarter_state::dispense()
{
     std::cout << "No gumball dispensed\n";
}

Sold_state.hpp:

#ifndef ClASS_SOLD_STATE_HPP_
#define ClASS_SOLD_STATE_HPP_

#include "State.hpp"

class Gumball_machine;

class Sold_state : public State
{
     public:
          explicit Sold_state(Gumball_machine*);
          ~Sold_state() override;

          void turn_crank() override;
          void dispense() override;

};
#endif

Sold_state.cpp:

#include "Sold_state.hpp"

#include <iostream>

#include "Gumball_machine.hpp"
#include "Has_quarter_state.hpp"

Sold_state::Sold_state(Gumball_machine* m) : State{m} {}
Sold_state::~Sold_state() {}

void Sold_state::turn_crank()
{         
     std::cout << "Turning twice doesn't give you another gumball\n";
}

void Sold_state::dispense()
{
     std::cout << "A gumball comes rolling out the slot\n";
//          machine_->state_.reset(new No_quarter_state{machine_});
     machine_->state_ = std::make_unique<Has_quarter_state>(machine_);
}

编辑: main.cpp

     int 
main ()
{
     Gumball_machine machine;
     machine.turn_crank();
     return 0;
}

最后是 valgrind 输出:

==12085== Memcheck, a memory error detector
==12085== Copyright (C) 2002-2013, and GNU GPL'd, by Julian Seward et al.
==12085== Using Valgrind-3.10.1 and LibVEX; rerun with -h for copyright info
==12085== Command: ./main
==12085== 
==12085== Invalid read of size 8
==12085==    at 0x401C61: Has_quarter_state::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085==    by 0x401730: Gumball_machine::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085==    by 0x402FF7: main (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085==  Address 0x5e47048 is 8 bytes inside a block of size 16 free'd
==12085==    at 0x4C2CE10: free (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==12085==    by 0x4017B4: operator delete(void*, unsigned long) (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085==    by 0x401858: Has_quarter_state::~Has_quarter_state() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085==    by 0x401B27: Has_quarter_state::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085==    by 0x401730: Gumball_machine::turn_crank() (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085==    by 0x402FF7: main (in /home/mbw/Documents/Programmieren/CPP/Design_Patterns/Head_First_Design_Patterns/Chapter10_State_pattern/Example1_Revised/example_for_Whosebug/main)
==12085== 
==12085== 
==12085== HEAP SUMMARY:
==12085==     in use at exit: 0 bytes in 0 blocks
==12085==   total heap usage: 3 allocs, 3 frees, 48 bytes allocated
==12085== 
==12085== All heap blocks were freed -- no leaks are possible
==12085== 
==12085== For counts of detected and suppressed errors, rerun with: -v
==12085== ERROR SUMMARY: 1 errors from 1 contexts (suppressed: 0 from 0)

提前感谢您的帮助!

问题是,当您用新的 std::unique_ptr 替换 _machine->state 时,您调用 turn_crankHas_quarter_state 实例被破坏了:

 machine_->state_ = std::make_unique<Sold_state>(machine_);

此处您要用包含另一个对象的新 unique_ptr 替换 machine_->state。这意味着 ~unique_ptr<State>() 在为新的 Sold_state 构造新的 unique_ptr 之前被调用。但是唯一指针的当前拥有对象是 Has_quarter_state 实例,它在执行方法中被 this 隐式引用。

那你怎么办?

你做 machine_->dispense()this->machine_->dispense()machine_ 是刚刚被销毁的对象的实例变量(并且你调用了当前执行方法)所以它值不再有效。

machine_ 分配给一个临时对象是可行的,因为您在销毁它之前复制了该对象的成员字段的内容。所以你仍然可以正确访问机器。

如果不使用 std::unique_ptr 并通过强制每个状态管理其自己的释放,您会发现有问题,因为(几乎)等效的代码(这将是一个非常糟糕的设计)如下:

void Has_quarter_state::turn_crank() {
  this->machine_->state_ = new Sold_state();
  delete this;
  this->machine_->dispense();
}

现在您首先看到 delete this,然后您尝试访问一个字段,该字段是已释放对象的一部分。