void ExprEngine::defaultEvalCall(ExplodedNodeSet &Dst, ExplodedNode *Pred,
                                 const CallEvent &Call) {
  // Try to inline the call.
  // The origin expression here is just used as a kind of checksum;
  // for CallEvents that do not have origin expressions, this should still be
  // safe.
  const Expr *E = Call.getOriginExpr();
  ProgramStateRef state = getInlineFailedState(Pred, E);
  if (state == 0 && inlineCall(Dst, Call, Pred))
    return;

  // If we can't inline it, handle the return value and invalidate the regions.
  NodeBuilder Bldr(Pred, Dst, *currentBuilderContext);

  // Invalidate any regions touched by the call.
  unsigned Count = currentBuilderContext->getCurrentBlockCount();
  if (state == 0)
    state = Pred->getState();
  state = Call.invalidateRegions(Count, state);

  // Conjure a symbol value to use as the result.
  if (E) {
    QualType ResultTy = Call.getResultType();
    SValBuilder &SVB = getSValBuilder();
    const LocationContext *LCtx = Pred->getLocationContext();
    SVal RetVal = SVB.getConjuredSymbolVal(0, E, LCtx, ResultTy, Count);

    state = state->BindExpr(E, LCtx, RetVal);
  }

  // And make the result node.
  Bldr.generateNode(Call.getProgramPoint(), state, Pred);
}
void ExprEngine::defaultEvalCall(ExplodedNodeSet &Dst, ExplodedNode *Pred,
                                 const CallEvent &Call) {
    // Try to inline the call.
    ProgramStateRef state = 0;
    const Expr *E = Call.getOriginExpr();
    if (E) {
        state = getInlineFailedState(Pred, E);
        if (state == 0 && inlineCall(Dst, Call, Pred))
            return;
    }

    // If we can't inline it, handle the return value and invalidate the regions.
    StmtNodeBuilder Bldr(Pred, Dst, *currentBuilderContext);

    // Invalidate any regions touched by the call.
    unsigned Count = currentBuilderContext->getCurrentBlockCount();
    if (state == 0)
        state = Pred->getState();
    state = Call.invalidateRegions(Count, state);

    // Conjure a symbol value to use as the result.
    assert(Call.getOriginExpr() && "Must have an expression to bind the result");
    QualType ResultTy = Call.getResultType();
    SValBuilder &SVB = getSValBuilder();
    const LocationContext *LCtx = Pred->getLocationContext();
    SVal RetVal = SVB.getConjuredSymbolVal(0, Call.getOriginExpr(), LCtx,
                                           ResultTy, Count);

    // And make the result node.
    state = state->BindExpr(Call.getOriginExpr(), LCtx, RetVal);
    Bldr.generateNode(Call.getOriginExpr(), Pred, state);
}
void ExprEngine::defaultEvalCall(NodeBuilder &Bldr, ExplodedNode *Pred,
                                 const CallEvent &Call) {
  ProgramStateRef State = 0;
  const Expr *E = Call.getOriginExpr();

  // Try to inline the call.
  // The origin expression here is just used as a kind of checksum;
  // for CallEvents that do not have origin expressions, this should still be
  // safe.
  if (!isa<ObjCMethodCall>(Call)) {
    State = getInlineFailedState(Pred->getState(), E);
    if (State == 0 && inlineCall(Call, Pred)) {
      // If we inlined the call, the successor has been manually added onto
      // the work list and we should not consider it for subsequent call
      // handling steps.
      Bldr.takeNodes(Pred);
      return;
    }
  }

  // If we can't inline it, handle the return value and invalidate the regions.
  if (State == 0)
    State = Pred->getState();

  // Invalidate any regions touched by the call.
  unsigned Count = currentBuilderContext->getCurrentBlockCount();
  State = Call.invalidateRegions(Count, State);

  // Construct and bind the return value.
  State = bindReturnValue(Call, Pred->getLocationContext(), State);

  // And make the result node.
  Bldr.generateNode(Call.getProgramPoint(), State, Pred);
}
// Conservatively evaluate call by invalidating regions and binding
// a conjured return value.
void ExprEngine::conservativeEvalCall(const CallEvent &Call, NodeBuilder &Bldr,
                                      ExplodedNode *Pred, ProgramStateRef State) {
  State = Call.invalidateRegions(currBldrCtx->blockCount(), State);
  State = bindReturnValue(Call, Pred->getLocationContext(), State);

  // And make the result node.
  Bldr.generateNode(Call.getProgramPoint(), State, Pred);
}