.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 -stat3: 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.__Filters9: //。。。。。。。。。。。。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: 56105b6c    63264      3289728 System.Speech.Internal.Synthesis.WaveHeader  25: 002be948    56465    172964660      Free  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: 56105b6c    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: this._gcHandle = GCHandle.Alloc(buffer, GCHandleType.Pinned);//申请内存
  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: this._gcHandleWaveHdr = GCHandle.Alloc(this._waveHdr, GCHandleType.Pinned);//申请内存
  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。
超出范围时,您必须通过调用Free方法显式释放它;否则,可能会发生内存泄漏。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
12800a64 56105b6c 52 //找到一个还活着的对象
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
SpeechSynthesizer
->VoiceSynthesis
->AudioDeviceOut
-> List<AudioDeviceOut + InItem> 
-> 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);//上面第3节提到,这里通过GCHandler.Alloc申请了内存
   8:         GCHandle wAVEHDR = waveHeader.WAVEHDR;//上面第3节提到,这里通过GCHandler.Alloc申请了内存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);//InItem封装了一下WaveHeader,也没啥
21: this._queueIn.Add(item); //将Item加入到List中
22: this._evt.Reset();
  23:                 }24: errorCode = SafeNativeMethods.waveOutWrite(this._hwo, wAVEHDR.AddrOfPinnedObject(), waveHeader.SizeHDR);//P/Invoke向设备输出数据
25: if (errorCode != MMSYSERR.NOERROR)
  26:                 {27: lock (this._queueIn)
  28:                     {29: this._queueIn.RemoveAt(this._queueIn.Count - 1);//如果出错了,从List删除一个Item
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<InItem> _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();//释放InItem/WaveHeader9: this._queueIn.RemoveAt(0); //移除InItem
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);//移除InItem,但是却没有释放InItem/WaveHeader
  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。
 
                    
                 
 
                
            
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浙公网安备 33010602011771号