SpeechSynthesizer/WaveHeader 存在严重的内存泄漏

    .Net Framework 3.0带了个System.Speech.dll,装个语音包,然后就可以实现文字朗读等功能。最近在使用的时候,发现随着程序的运行,程序占用的内存一直在增长,直到程序崩溃。

     用WinDbg抓了个Dump,然后看了下,里面一堆没有释放的SPVTEXTFRAG、AudioDeviceOut+InItem、WAVEHDR、WaveHeader对象,于是写了一小段来测试:

   1: //happyhippy.cnblogs.com
   2: using System.Speech.Synthesis;
   3: using (SpeechSynthesizer ss = new SpeechSynthesizer())
   4: {
   5:     for (int i = 0; i < int.MaxValue; i++)
   6:     {
   7:         ss.Speak(i.ToString());
   8:     }
   9: }

    跑了几个小时,然后抓了个内存,开始干活:

 

1. 看下内存中有哪些对象

   1: 0:000> .load clr20/sos.dll
   2: 0:000> !dumpheap -stat
   3: PDB symbol for mscorwks.dll not loaded
   4: total 275193 objects
   5: Statistics:
   6:       MT    Count    TotalSize Class Name
   7: 70441ff8        1           12 System.RuntimeTypeHandle
   8: 7043fc7c        1           12 System.__Filters
   9: //。。。。。。。。。。。。中间省略了一堆。。。。。。。。。。。
  10: 704431a8       18         1008 System.Collections.Hashtable
  11: 7042c938       65         1560 System.Security.Policy.StrongNameMembershipCondition
  12: 70441cd4       81         1620 System.RuntimeType
  13: 70441784       16         1820 System.Char[]
  14: 7042c6e4      232         6496 System.Security.SecurityElement
  15: 70442b84      278         6672 System.Collections.ArrayList
  16: 704435c4       17        75056 System.Byte[]
  17: 5610529c     4297        85940 System.Speech.Internal.AlphabetConverter+PhoneMapData+ConversionUnit
  18: 704432a4       18       181896 System.Collections.Hashtable+bucket[]
  19: 70414324      376       319064 System.Object[]
  20: 70440b54    13185       396696 System.String
  21: 5610ab38     7538       693496 System.Speech.Synthesis.TtsEngine.SPVTEXTFRAG
  22: 56105c50    63264      1012224 System.Speech.Internal.Synthesis.AudioDeviceOut+InItem
  23: 560f2694    65652      2626080 System.Speech.Internal.Synthesis.WAVEHDR
  24:     63264      3289728 System.Speech.Internal.Synthesis.
  25: 
  26: Total 275193 objects
  27: Fragmented blocks larger than 0.5 MB:
  28:     Addr     Size      Followed by
  29: 1228c6d8    0.5MB         12311d7c System.Speech.Synthesis.TtsEngine.SPVTEXTFRAG
  30: 123293e0    0.6MB         123baa64 System.Speech.Synthesis.TtsEngine.SPVTEXTFRAG
  31: 124be36c    1.9MB         1269d898 System.Speech.Synthesis.TtsEngine.SPVTEXTFRAG
  32: 126a39f0    1.3MB         127e6644 System.Speech.Synthesis.TtsEngine.SPVTEXTFRAG

 

    列表中的第25行,172M的Free状态的内存。

    最后4行(29~32)的内存碎片,用DumpObj看了下,都是Free状态。

 

2. 看看终结队列中有哪些对象

   1: 0:000> !FinalizeQueue -detail
   2: SyncBlocks to be cleaned up: 0
   3: MTA Interfaces to be released: 0
   4: STA Interfaces to be released: 0
   5: ----------------------------------
   6: generation 0 has 2973 finalizable objects (068fdec4->06900d38)
   7: generation 1 has 11 finalizable objects (068fde98->068fdec4)
   8: generation 2 has 60304 finalizable objects (068c3058->068fde98)
   9: Ready for finalization 0 objects (06900d38->06900d38)
  10: Statistics:
  11:       MT    Count    TotalSize Class Name
  12: 7043a304        1           16 System.WeakReference
  13: 7002d1c8        1           20 System.ComponentModel.AsyncOperation
  14: 5610a9c0        1           20 System.Speech.Synthesis.SpeechSynthesizer
  15: 5610576c        1           20 System.Speech.Internal.ObjectTokens.RegistryDataKey
  16: 5610581c        1           24 System.Speech.Internal.ObjectTokens.ObjectToken
  17: 56105ae8        1           56 System.Speech.Internal.Synthesis.AudioDeviceOut
  18: 70427b90        4           80 Microsoft.Win32.SafeHandles.SafeWaitHandle
  19: 561092e0        1          176 System.Speech.Internal.Synthesis.VoiceSynthesis
  20: 7043b370        9          180 Microsoft.Win32.SafeHandles.SafeRegistryHandle
  21: 70441128        4          224 System.Threading.Thread
  22:     63264      3289728 System.Speech.Internal.Synthesis.WaveHeader
  23: Total 63288 objects

    我靠,内存中3289728个WaveHeader全部挂在终结队列中。一个可能的原因就是:WaveHeader对象中实现了析构函数并且程序使用完WaveHeader对象后,没有手动释放(Dispose),而是等着GC来自动回收。

 

3. 用Reflector看WaveHeader的源代码

   1: internal sealed class WaveHeader : IDisposable
   2: {
   3:     // Fields
   4:     internal int _dwBufferLength;
   5:     private GCHandle _gcHandle = new GCHandle();
   6:     private GCHandle _gcHandleWaveHdr = new GCHandle();
   7:     private WAVEHDR _waveHdr = new WAVEHDR();
   8:     internal const int WAVE_FORMAT_PCM = 1;
   9:     internal const int WHDR_BEGINLOOP = 4;
  10:     internal const int WHDR_DONE = 1;
  11:     internal const int WHDR_ENDLOOP = 8;
  12:     internal const int WHDR_INQUEUE = 0x10;
  13:     internal const int WHDR_PREPARED = 2;
  14:  
  15:     // Methods
  16:     internal WaveHeader(byte[] buffer)
  17:     {
  18:         this._dwBufferLength = buffer.Length;
  19:         
  20:     }
  21:  
  22:     public void Dispose()
  23:     {
  24:         this.Dispose(true);
  25:         GC.SuppressFinalize(this);
  26:     }
  27:  
  28:     private void Dispose(bool disposing)
  29:     {
  30:         if (disposing)
  31:         {
  32:             this.ReleaseData();
  33:             if (this._gcHandleWaveHdr.IsAllocated)
  34:             {
  35:                 this._gcHandleWaveHdr.Free();
  36:             }
  37:         }
  38:     }
  39:  
  40:     ~WaveHeader()
  41:     {
  42:         this.Dispose(false);
  43:     }
  44:  
  45:     internal void ReleaseData()
  46:     {
  47:         if (this._gcHandle.IsAllocated)
  48:         {
  49:             this._gcHandle.Free();
  50:         }
  51:     }
  52:  
  53:     // Properties
  54:     internal int SizeHDR
  55:     {
  56:         get
  57:         {
  58:             return Marshal.SizeOf(this._waveHdr);
  59:         }
  60:     }
  61:  
  62:     internal GCHandle WAVEHDR
  63:     {
  64:         get
  65:         {
  66:             if (!this._gcHandleWaveHdr.IsAllocated)
  67:             {
  68:                 this._waveHdr.lpData = this._gcHandle.AddrOfPinnedObject();
  69:                 this._waveHdr.dwBufferLength = (uint) this._dwBufferLength;
  70:                 this._waveHdr.dwBytesRecorded = 0;
  71:                 this._waveHdr.dwUser = 0;
  72:                 this._waveHdr.dwFlags = 0;
  73:                 this._waveHdr.dwLoops = 0;
  74:                 this._waveHdr.lpNext = IntPtr.Zero;
  75:                 
  76:             }
  77:             return this._gcHandleWaveHdr;
  78:         }
  79:     }
  80: }

   如我们所料,的确定义了一个析构函数(~WaveHeader()),WaveHealder实现了Dispose模式。

 

4.  进一步分析,看看WaveHeader都申请了啥资源,为啥要实现Dispose模式

    WaveHeader的构造函数中,申请了一片Pinned状态的内存this._gcHandle = GCHandle.Alloc(buffer, GCHandleType.Pinned),并且其WAVEHDR属性的实现中,也通过延迟加载的方式申请了一片Pinned状态的内存this._gcHandleWaveHdr = GCHandle.Alloc(this._waveHdr, GCHandleType.Pinned)。

    MSDN对GCHander的阐述如下:(FROM MSDN)

GCHandle 类与 GCHandleType 枚举结合使用以创建对应于任何托管对象的句柄。此句柄可为以下四种类型之一:Weak、WeakTrackResurrection、Normal 或 Pinned。分配了句柄以后,在非托管客户端保留唯一的引用时,可以使用它防止垃圾回收器回收托管对象。如果没有这样的句柄,则在该对象代表非托管客户端完成工作以前,有可能被垃圾回收器回收。 

用 GCHandle 创建一个固定对象,该对象返回��个内存地址,并防止垃圾回收器在内存中移动该对象。

当您释放固定的句柄时,如果没有对关联对象的其他引用,则关联对象将解除固定,并可以被当成垃圾回收。

    也就是说,通过GCHandler.Alloc申请的内存,必须通过调用GCHandler.Free方法来手动释放。表面上看来,WaveHeader的实现中,的确有手动释放这些申请的内存。

 

 

 

 

 

5.  WaveHeader在哪儿使用

   SpeechSynthesizer封装了一对东西,有点儿绕,我顺着Speak方法找了N久,没有找到使用WaveHeader的地方。

   只好换另一个思路:在上面的第1步中,我们可以看到,WaveHeader的MT Address为56105b6c,于是:

0:000> !dumpheap -MT 56105b6c
//。。。省却6万多行。。。  
127fabdc 56105b6c       52     
total 63264 objects
Statistics:
      MT    Count    TotalSize Class Name
56105b6c    63264      3289728 System.Speech.Internal.Synthesis.WaveHeader
Total 63264 objects

   然后找到一个还活着的对象(地址为12800a64),看看它被谁引用了:

0:000> !gcroot 12800a64
Note: Roots found on stacks may be false positives. Run "!help gcroot" for
more info.
Scan Thread 0 OSTHread 3668
ESP:1df238:Root:01f67e1c(System.Speech.Internal.Synthesis.VoiceSynthesis)->
01f6841c(System.Speech.Internal.Synthesis.AudioDeviceOut)->
01f68570(System.Collections.Generic.List`1[[System.Speech.Internal.Synthesis.AudioDeviceOut+InItem, System.Speech]])->
02f91c10(System.Object[])->
020e4088(System.Speech.Internal.Synthesis.AudioDeviceOut+InItem)->
12800a64(System.Speech.Internal.Synthesis.WaveHeader)
Scan Thread 2 OSTHread 2c5c
Scan Thread 3 OSTHread 1160
Scan Thread 4 OSTHread 211c
Scan Thread 6 OSTHread 22d4
Scan Thread 7 OSTHread 2fcc
Scan Thread 8 OSTHread 377c
   这里,我们终于可以看到路径了:

 

SpeechSynthesizer
->VoiceSynthesis
->AudioDeviceOut
-> List
-> AudioDeviceOut + InItem(内部类)
-> WaveHeader
    终于找到目标了:AudioDeviceOut。

 

6.  怎么使用WaveHeader

    AudioDeviceOut的代码页有点长,这里只截出部分使用WaveHeader的代码:

   1: internal override void Play(byte[] buffer)
   2: {
   3:     if (this._deviceOpen)
   4:     {
   5:         int length = buffer.Length;
   6:         this._bytesWritten += length;
   7:         WaveHeader waveHeader = new WaveHeader(buffer);
   8:         GCHandle wAVEHDR = waveHeader.WAVEHDR;
   9:         MMSYSERR errorCode = SafeNativeMethods.waveOutPrepareHeader(this._hwo, wAVEHDR.AddrOfPinnedObject(), waveHeader.SizeHDR);
  10:         if (errorCode != MMSYSERR.NOERROR)
  11:         {
  12:             throw new AudioException(errorCode);
  13:         }
  14:         lock (this._noWriteOutLock)
  15:         {
  16:             if (!base._aborted)
  17:             {
  18:                 lock (this._queueIn)
  19:                 {
  20:                     InItem item = new InItem(waveHeader);
  21:                     this._queueIn.Add(item); 
  22:                     this._evt.Reset();
  23:                 }
  24:                 errorCode = SafeNativeMethods.waveOutWrite(this._hwo, wAVEHDR.AddrOfPinnedObject(), waveHeader.SizeHDR);
  25:                 if (errorCode != MMSYSERR.NOERROR)
  26:                 {
  27:                     lock (this._queueIn)
  28:                     {
  29:                         this._queueIn.RemoveAt(this._queueIn.Count - 1);
  30:                         throw new AudioException(errorCode);
  31:                     }
  32:                 }
  33:             }
  34:         }
  35:     }
  36: }

   在这里,Play方法了面,终于实例化了WaveHeader和WaveHDR(GCHandler);但是实例化的WaveHeader又被InItem封装了一下,加入到List _queueIn中。
    Play方法里面创建了WaveHeader,但是却没有看到释放WaveHeader的代码

    那我们再来看下,其他地方有没有释放WaveHeader的代码:既然InItem/WaveHeader被加入到_queueIn中了,程序应该还要使用WaveHeader;那么当InItem从该_queueIn中移出的时候,应该就会释放WaveHeader了吧。顺着这个思路继续往下看。。。

   很不幸,就在Play方法里面:当判断播放出错的时候,会把InItem从_queueIn中移出(上面第29行),但是却没有释放InItem/WaveHeader

  另一个将InItem从_queueIn中移出的地方是CallBackProc,AudioDeviceOut在构造函数中初始化了一个委托:this._delegate = new SafeNativeMethods.WaveOutProc(this.CallBackProc); 从字面上理解,应该是输出声音完毕后,调用这个回调函数,来释放内存:

   1: private void CallBackProc(IntPtr hwo, MM_MSG uMsg, IntPtr dwInstance, IntPtr dwParam1, IntPtr dwParam2)
   2: {
   3:     if (uMsg == MM_MSG.MM_WOM_DONE)
   4:     {
   5:         lock (this._queueIn)
   6:         {
   7:             InItem item = this._queueIn[0];
   8:             item.ReleaseData();
   9:             this._queueIn.RemoveAt(0); 
  10:             this._queueOut.Add(item);
  11:             while (this._queueIn.Count > 0)
  12:             {
  13:                 item = this._queueIn[0];
  14:                 if (item._waveHeader != null)
  15:                 {
  16:                     break;
  17:                 }
  18:                 if ((this._asyncDispatch != null) && !base._aborted)
  19:                 {
  20:                     this._asyncDispatch.Post(item._userData);
  21:                 }
  22:                 this._queueIn.RemoveAt(0);
  23:             }
  24:         }
  25:         if (this._queueIn.Count == 0)
  26:         {
  27:             this._evt.Set();
  28:         }
  29:     }
  30: }

    代码中,可以看到,当uMsg == MM_MSG.MM_WOM_DONE,才会执行释放操作。MM_MSG枚举有三个可选值:MM_WOM_CLOSE = 0x3bc, MM_WOM_DONE = 0x3bd, MM_WOM_OPEN = 0x3bb,暂时不太清楚是回调函数的uMsg参数 否可能会传入其他值;如果传入了其他值,显然InItem/WaveHeader有没有被释放。

    即使uMsg == MM_MSG.MM_WOM_DONE,我们来看下释放的代码,上面第8~9行,从_queueIn中移除InItem/WaveHeader的时候,的确执行了ReleaseData()来释放内存,但是看该方法的源代码:

   1: //happyhippy.cnblogs.com
   2: //InItem
   3: internal void ReleaseData()
   4: {
   5:     if (this._waveHeader != null)
   6:     {
   7:         this._waveHeader.ReleaseData();
   8:     }
   9: }
  10: //WaveHeader
  11: internal void ReleaseData()
  12: {
  13:     if (this._gcHandle.IsAllocated)
  14:     {
  15:         this._gcHandle.Free();
  16:     }
  17: }
  18:  

   里面调用WaveHeader.ReleaseData()来释放内存,不是调用Dispose来释放内存。上面提到,Play方法中,第8行GCHandle wAVEHDR = waveHeader.WAVEHDR申请了内存,但是ReleaseData()方法并没有释放该内存。应该调用Dispose来释放内存,而不是调用ReleaseData()。

   然后在回过头来看CallBackProc方法,从源代码中可以看到,其只释放了_queueIn中第一个InItem/WaveHeader,后续的InItem/WaveHeader从_queueIn中移除的时候,并没有释放内存

  GCHandler.Alloc申请的内存,必须通过调用Free方法显式释放它;否则,可能会发生内存泄漏。

 

7.  解决办法

   无解。

   那封装的一大坨,都是Internal。

转载于:https://www.cnblogs.com/happyhippy/archive/2010/11/07/1871258.html

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