v8/test/cctest/test-debug.cc

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// Copyright 2007-2008 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdlib.h>
#include "v8.h"
#include "api.h"
#include "compilation-cache.h"
#include "debug.h"
#include "platform.h"
#include "stub-cache.h"
#include "cctest.h"
using ::v8::internal::EmbeddedVector;
using ::v8::internal::Object;
using ::v8::internal::OS;
using ::v8::internal::Handle;
using ::v8::internal::Heap;
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
using ::v8::internal::JSGlobalProxy;
using ::v8::internal::Code;
using ::v8::internal::Debug;
using ::v8::internal::Debugger;
using ::v8::internal::CommandMessage;
using ::v8::internal::CommandMessageQueue;
using ::v8::internal::StepAction;
using ::v8::internal::StepIn; // From StepAction enum
using ::v8::internal::StepNext; // From StepAction enum
using ::v8::internal::StepOut; // From StepAction enum
using ::v8::internal::Vector;
// Size of temp buffer for formatting small strings.
#define SMALL_STRING_BUFFER_SIZE 80
// --- A d d i t i o n a l C h e c k H e l p e r s
// Helper function used by the CHECK_EQ function when given Address
// arguments. Should not be called directly.
static inline void CheckEqualsHelper(const char* file, int line,
const char* expected_source,
::v8::internal::Address expected,
const char* value_source,
::v8::internal::Address value) {
if (expected != value) {
V8_Fatal(file, line, "CHECK_EQ(%s, %s) failed\n# "
"Expected: %i\n# Found: %i",
expected_source, value_source, expected, value);
}
}
// Helper function used by the CHECK_NE function when given Address
// arguments. Should not be called directly.
static inline void CheckNonEqualsHelper(const char* file, int line,
const char* unexpected_source,
::v8::internal::Address unexpected,
const char* value_source,
::v8::internal::Address value) {
if (unexpected == value) {
V8_Fatal(file, line, "CHECK_NE(%s, %s) failed\n# Value: %i",
unexpected_source, value_source, value);
}
}
// Helper function used by the CHECK function when given code
// arguments. Should not be called directly.
static inline void CheckEqualsHelper(const char* file, int line,
const char* expected_source,
const Code* expected,
const char* value_source,
const Code* value) {
if (expected != value) {
V8_Fatal(file, line, "CHECK_EQ(%s, %s) failed\n# "
"Expected: %p\n# Found: %p",
expected_source, value_source, expected, value);
}
}
static inline void CheckNonEqualsHelper(const char* file, int line,
const char* expected_source,
const Code* expected,
const char* value_source,
const Code* value) {
if (expected == value) {
V8_Fatal(file, line, "CHECK_NE(%s, %s) failed\n# Value: %p",
expected_source, value_source, value);
}
}
// --- H e l p e r C l a s s e s
// Helper class for creating a V8 enviromnent for running tests
class DebugLocalContext {
public:
inline DebugLocalContext(
v8::ExtensionConfiguration* extensions = 0,
v8::Handle<v8::ObjectTemplate> global_template =
v8::Handle<v8::ObjectTemplate>(),
v8::Handle<v8::Value> global_object = v8::Handle<v8::Value>())
: context_(v8::Context::New(extensions, global_template, global_object)) {
context_->Enter();
}
inline ~DebugLocalContext() {
context_->Exit();
context_.Dispose();
}
inline v8::Context* operator->() { return *context_; }
inline v8::Context* operator*() { return *context_; }
inline bool IsReady() { return !context_.IsEmpty(); }
void ExposeDebug() {
// Expose the debug context global object in the global object for testing.
Debug::Load();
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
Debug::debug_context()->set_security_token(
v8::Utils::OpenHandle(*context_)->security_token());
Handle<JSGlobalProxy> global(Handle<JSGlobalProxy>::cast(
v8::Utils::OpenHandle(*context_->Global())));
Handle<v8::internal::String> debug_string =
v8::internal::Factory::LookupAsciiSymbol("debug");
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
SetProperty(global, debug_string,
Handle<Object>(Debug::debug_context()->global_proxy()), DONT_ENUM);
}
private:
v8::Persistent<v8::Context> context_;
};
// --- H e l p e r F u n c t i o n s
// Compile and run the supplied source and return the fequested function.
static v8::Local<v8::Function> CompileFunction(DebugLocalContext* env,
const char* source,
const char* function_name) {
v8::Script::Compile(v8::String::New(source))->Run();
return v8::Local<v8::Function>::Cast(
(*env)->Global()->Get(v8::String::New(function_name)));
}
// Compile and run the supplied source and return the requested function.
static v8::Local<v8::Function> CompileFunction(const char* source,
const char* function_name) {
v8::Script::Compile(v8::String::New(source))->Run();
return v8::Local<v8::Function>::Cast(
v8::Context::GetCurrent()->Global()->Get(v8::String::New(function_name)));
}
// Helper function that compiles and runs the source.
static v8::Local<v8::Value> CompileRun(const char* source) {
return v8::Script::Compile(v8::String::New(source))->Run();
}
// Is there any debug info for the function?
static bool HasDebugInfo(v8::Handle<v8::Function> fun) {
Handle<v8::internal::JSFunction> f = v8::Utils::OpenHandle(*fun);
Handle<v8::internal::SharedFunctionInfo> shared(f->shared());
return Debug::HasDebugInfo(shared);
}
// Set a break point in a function and return the associated break point
// number.
static int SetBreakPoint(Handle<v8::internal::JSFunction> fun, int position) {
static int break_point = 0;
Handle<v8::internal::SharedFunctionInfo> shared(fun->shared());
Debug::SetBreakPoint(
shared, position,
Handle<Object>(v8::internal::Smi::FromInt(++break_point)));
return break_point;
}
// Set a break point in a function and return the associated break point
// number.
static int SetBreakPoint(v8::Handle<v8::Function> fun, int position) {
return SetBreakPoint(v8::Utils::OpenHandle(*fun), position);
}
// Set a break point in a function using the Debug object and return the
// associated break point number.
static int SetBreakPointFromJS(const char* function_name,
int line, int position) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"debug.Debug.setBreakPoint(%s,%d,%d)",
function_name, line, position);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
v8::Handle<v8::String> str = v8::String::New(buffer.start());
return v8::Script::Compile(str)->Run()->Int32Value();
}
// Set a break point in a script identified by id using the global Debug object.
static int SetScriptBreakPointByIdFromJS(int script_id, int line, int column) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
if (column >= 0) {
// Column specified set script break point on precise location.
OS::SNPrintF(buffer,
"debug.Debug.setScriptBreakPointById(%d,%d,%d)",
script_id, line, column);
} else {
// Column not specified set script break point on line.
OS::SNPrintF(buffer,
"debug.Debug.setScriptBreakPointById(%d,%d)",
script_id, line);
}
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
{
v8::TryCatch try_catch;
v8::Handle<v8::String> str = v8::String::New(buffer.start());
v8::Handle<v8::Value> value = v8::Script::Compile(str)->Run();
CHECK(!try_catch.HasCaught());
return value->Int32Value();
}
}
// Set a break point in a script identified by name using the global Debug
// object.
static int SetScriptBreakPointByNameFromJS(const char* script_name,
int line, int column) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
if (column >= 0) {
// Column specified set script break point on precise location.
OS::SNPrintF(buffer,
"debug.Debug.setScriptBreakPointByName(\"%s\",%d,%d)",
script_name, line, column);
} else {
// Column not specified set script break point on line.
OS::SNPrintF(buffer,
"debug.Debug.setScriptBreakPointByName(\"%s\",%d)",
script_name, line);
}
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
{
v8::TryCatch try_catch;
v8::Handle<v8::String> str = v8::String::New(buffer.start());
v8::Handle<v8::Value> value = v8::Script::Compile(str)->Run();
CHECK(!try_catch.HasCaught());
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
return value->Int32Value();
}
}
// Clear a break point.
static void ClearBreakPoint(int break_point) {
Debug::ClearBreakPoint(
Handle<Object>(v8::internal::Smi::FromInt(break_point)));
}
// Clear a break point using the global Debug object.
static void ClearBreakPointFromJS(int break_point_number) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"debug.Debug.clearBreakPoint(%d)",
break_point_number);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
v8::Script::Compile(v8::String::New(buffer.start()))->Run();
}
static void EnableScriptBreakPointFromJS(int break_point_number) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"debug.Debug.enableScriptBreakPoint(%d)",
break_point_number);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
v8::Script::Compile(v8::String::New(buffer.start()))->Run();
}
static void DisableScriptBreakPointFromJS(int break_point_number) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"debug.Debug.disableScriptBreakPoint(%d)",
break_point_number);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
v8::Script::Compile(v8::String::New(buffer.start()))->Run();
}
static void ChangeScriptBreakPointConditionFromJS(int break_point_number,
const char* condition) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"debug.Debug.changeScriptBreakPointCondition(%d, \"%s\")",
break_point_number, condition);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
v8::Script::Compile(v8::String::New(buffer.start()))->Run();
}
static void ChangeScriptBreakPointIgnoreCountFromJS(int break_point_number,
int ignoreCount) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"debug.Debug.changeScriptBreakPointIgnoreCount(%d, %d)",
break_point_number, ignoreCount);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
v8::Script::Compile(v8::String::New(buffer.start()))->Run();
}
// Change break on exception.
static void ChangeBreakOnException(bool caught, bool uncaught) {
Debug::ChangeBreakOnException(v8::internal::BreakException, caught);
Debug::ChangeBreakOnException(v8::internal::BreakUncaughtException, uncaught);
}
// Change break on exception using the global Debug object.
static void ChangeBreakOnExceptionFromJS(bool caught, bool uncaught) {
if (caught) {
v8::Script::Compile(
v8::String::New("debug.Debug.setBreakOnException()"))->Run();
} else {
v8::Script::Compile(
v8::String::New("debug.Debug.clearBreakOnException()"))->Run();
}
if (uncaught) {
v8::Script::Compile(
v8::String::New("debug.Debug.setBreakOnUncaughtException()"))->Run();
} else {
v8::Script::Compile(
v8::String::New("debug.Debug.clearBreakOnUncaughtException()"))->Run();
}
}
// Prepare to step to next break location.
static void PrepareStep(StepAction step_action) {
Debug::PrepareStep(step_action, 1);
}
// This function is in namespace v8::internal to be friend with class
// v8::internal::Debug.
namespace v8 {
namespace internal {
// Collect the currently debugged functions.
Handle<FixedArray> GetDebuggedFunctions() {
v8::internal::DebugInfoListNode* node = Debug::debug_info_list_;
// Find the number of debugged functions.
int count = 0;
while (node) {
count++;
node = node->next();
}
// Allocate array for the debugged functions
Handle<FixedArray> debugged_functions =
v8::internal::Factory::NewFixedArray(count);
// Run through the debug info objects and collect all functions.
count = 0;
while (node) {
debugged_functions->set(count++, *node->debug_info());
node = node->next();
}
return debugged_functions;
}
static Handle<Code> ComputeCallDebugBreak(int argc) {
CALL_HEAP_FUNCTION(v8::internal::StubCache::ComputeCallDebugBreak(argc),
Code);
}
// Check that the debugger has been fully unloaded.
void CheckDebuggerUnloaded(bool check_functions) {
// Check that the debugger context is cleared and that there is no debug
// information stored for the debugger.
CHECK(Debug::debug_context().is_null());
CHECK_EQ(NULL, Debug::debug_info_list_);
// Collect garbage to ensure weak handles are cleared.
Heap::CollectAllGarbage();
Heap::CollectAllGarbage();
// Iterate the head and check that there are no debugger related objects left.
HeapIterator iterator;
while (iterator.has_next()) {
HeapObject* obj = iterator.next();
CHECK(obj != NULL);
CHECK(!obj->IsDebugInfo());
CHECK(!obj->IsBreakPointInfo());
// If deep check of functions is requested check that no debug break code
// is left in all functions.
if (check_functions) {
if (obj->IsJSFunction()) {
JSFunction* fun = JSFunction::cast(obj);
for (RelocIterator it(fun->shared()->code()); !it.done(); it.next()) {
RelocInfo::Mode rmode = it.rinfo()->rmode();
if (RelocInfo::IsCodeTarget(rmode)) {
CHECK(!Debug::IsDebugBreak(it.rinfo()->target_address()));
} else if (RelocInfo::IsJSReturn(rmode)) {
CHECK(!Debug::IsDebugBreakAtReturn(it.rinfo()));
}
}
}
}
}
}
} } // namespace v8::internal
// Check that the debugger has been fully unloaded.
static void CheckDebuggerUnloaded(bool check_functions = false) {
v8::internal::CheckDebuggerUnloaded(check_functions);
}
// Inherit from BreakLocationIterator to get access to protected parts for
// testing.
class TestBreakLocationIterator: public v8::internal::BreakLocationIterator {
public:
explicit TestBreakLocationIterator(Handle<v8::internal::DebugInfo> debug_info)
: BreakLocationIterator(debug_info, v8::internal::SOURCE_BREAK_LOCATIONS) {}
v8::internal::RelocIterator* it() { return reloc_iterator_; }
v8::internal::RelocIterator* it_original() {
return reloc_iterator_original_;
}
};
// Compile a function, set a break point and check that the call at the break
// location in the code is the expected debug_break function.
void CheckDebugBreakFunction(DebugLocalContext* env,
const char* source, const char* name,
int position, v8::internal::RelocInfo::Mode mode,
Code* debug_break) {
// Create function and set the break point.
Handle<v8::internal::JSFunction> fun = v8::Utils::OpenHandle(
*CompileFunction(env, source, name));
int bp = SetBreakPoint(fun, position);
// Check that the debug break function is as expected.
Handle<v8::internal::SharedFunctionInfo> shared(fun->shared());
CHECK(Debug::HasDebugInfo(shared));
TestBreakLocationIterator it1(Debug::GetDebugInfo(shared));
it1.FindBreakLocationFromPosition(position);
CHECK_EQ(mode, it1.it()->rinfo()->rmode());
if (mode != v8::internal::RelocInfo::JS_RETURN) {
CHECK_EQ(debug_break,
Code::GetCodeFromTargetAddress(it1.it()->rinfo()->target_address()));
} else {
// TODO(1240753): Make the test architecture independent or split
// parts of the debugger into architecture dependent files.
CHECK_EQ(0xE8, *(it1.rinfo()->pc()));
}
// Clear the break point and check that the debug break function is no longer
// there
ClearBreakPoint(bp);
CHECK(!Debug::HasDebugInfo(shared));
CHECK(Debug::EnsureDebugInfo(shared));
TestBreakLocationIterator it2(Debug::GetDebugInfo(shared));
it2.FindBreakLocationFromPosition(position);
CHECK_EQ(mode, it2.it()->rinfo()->rmode());
if (mode == v8::internal::RelocInfo::JS_RETURN) {
// TODO(1240753): Make the test architecture independent or split
// parts of the debugger into architecture dependent files.
CHECK_NE(0xE8, *(it2.rinfo()->pc()));
}
}
// --- D e b u g E v e n t H a n d l e r s
// ---
// --- The different tests uses a number of debug event handlers.
// ---
// Source for The JavaScript function which picks out the function name of the
// top frame.
const char* frame_function_name_source =
"function frame_function_name(exec_state) {"
" return exec_state.frame(0).func().name();"
"}";
v8::Local<v8::Function> frame_function_name;
// Source for The JavaScript function which picks out the source line for the
// top frame.
const char* frame_source_line_source =
"function frame_source_line(exec_state) {"
" return exec_state.frame(0).sourceLine();"
"}";
v8::Local<v8::Function> frame_source_line;
// Source for The JavaScript function which picks out the source column for the
// top frame.
const char* frame_source_column_source =
"function frame_source_column(exec_state) {"
" return exec_state.frame(0).sourceColumn();"
"}";
v8::Local<v8::Function> frame_source_column;
// Source for The JavaScript function which picks out the script name for the
// top frame.
const char* frame_script_name_source =
"function frame_script_name(exec_state) {"
" return exec_state.frame(0).func().script().name();"
"}";
v8::Local<v8::Function> frame_script_name;
// Source for The JavaScript function which picks out the script data for the
// top frame.
const char* frame_script_data_source =
"function frame_script_data(exec_state) {"
" return exec_state.frame(0).func().script().data();"
"}";
v8::Local<v8::Function> frame_script_data;
// Source for The JavaScript function which returns the number of frames.
static const char* frame_count_source =
"function frame_count(exec_state) {"
" return exec_state.frameCount();"
"}";
v8::Handle<v8::Function> frame_count;
// Global variable to store the last function hit - used by some tests.
char last_function_hit[80];
// Global variable to store the name and data for last script hit - used by some
// tests.
char last_script_name_hit[80];
char last_script_data_hit[80];
// Global variables to store the last source position - used by some tests.
int last_source_line = -1;
int last_source_column = -1;
// Debug event handler which counts the break points which have been hit.
int break_point_hit_count = 0;
static void DebugEventBreakPointHitCount(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
// Count the number of breaks.
if (event == v8::Break) {
break_point_hit_count++;
if (!frame_function_name.IsEmpty()) {
// Get the name of the function.
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { exec_state };
v8::Handle<v8::Value> result = frame_function_name->Call(exec_state,
argc, argv);
if (result->IsUndefined()) {
last_function_hit[0] = '\0';
} else {
CHECK(result->IsString());
v8::Handle<v8::String> function_name(result->ToString());
function_name->WriteAscii(last_function_hit);
}
}
if (!frame_source_line.IsEmpty()) {
// Get the source line.
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { exec_state };
v8::Handle<v8::Value> result = frame_source_line->Call(exec_state,
argc, argv);
CHECK(result->IsNumber());
last_source_line = result->Int32Value();
}
if (!frame_source_column.IsEmpty()) {
// Get the source column.
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { exec_state };
v8::Handle<v8::Value> result = frame_source_column->Call(exec_state,
argc, argv);
CHECK(result->IsNumber());
last_source_column = result->Int32Value();
}
if (!frame_script_name.IsEmpty()) {
// Get the script name of the function script.
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { exec_state };
v8::Handle<v8::Value> result = frame_script_name->Call(exec_state,
argc, argv);
if (result->IsUndefined()) {
last_script_name_hit[0] = '\0';
} else {
CHECK(result->IsString());
v8::Handle<v8::String> script_name(result->ToString());
script_name->WriteAscii(last_script_name_hit);
}
}
if (!frame_script_data.IsEmpty()) {
// Get the script data of the function script.
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { exec_state };
v8::Handle<v8::Value> result = frame_script_data->Call(exec_state,
argc, argv);
if (result->IsUndefined()) {
last_script_data_hit[0] = '\0';
} else {
result = result->ToString();
CHECK(result->IsString());
v8::Handle<v8::String> script_data(result->ToString());
script_data->WriteAscii(last_script_data_hit);
}
}
}
}
// Debug event handler which counts a number of events and collects the stack
// height if there is a function compiled for that.
int exception_hit_count = 0;
int uncaught_exception_hit_count = 0;
int last_js_stack_height = -1;
static void DebugEventCounterClear() {
break_point_hit_count = 0;
exception_hit_count = 0;
uncaught_exception_hit_count = 0;
}
static void DebugEventCounter(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
// Count the number of breaks.
if (event == v8::Break) {
break_point_hit_count++;
} else if (event == v8::Exception) {
exception_hit_count++;
// Check whether the exception was uncaught.
v8::Local<v8::String> fun_name = v8::String::New("uncaught");
v8::Local<v8::Function> fun =
v8::Function::Cast(*event_data->Get(fun_name));
v8::Local<v8::Value> result = *fun->Call(event_data, 0, NULL);
if (result->IsTrue()) {
uncaught_exception_hit_count++;
}
}
// Collect the JavsScript stack height if the function frame_count is
// compiled.
if (!frame_count.IsEmpty()) {
static const int kArgc = 1;
v8::Handle<v8::Value> argv[kArgc] = { exec_state };
// Using exec_state as receiver is just to have a receiver.
v8::Handle<v8::Value> result = frame_count->Call(exec_state, kArgc, argv);
last_js_stack_height = result->Int32Value();
}
}
// Debug event handler which evaluates a number of expressions when a break
// point is hit. Each evaluated expression is compared with an expected value.
// For this debug event handler to work the following two global varaibles
// must be initialized.
// checks: An array of expressions and expected results
// evaluate_check_function: A JavaScript function (see below)
// Structure for holding checks to do.
struct EvaluateCheck {
const char* expr; // An expression to evaluate when a break point is hit.
v8::Handle<v8::Value> expected; // The expected result.
};
// Array of checks to do.
struct EvaluateCheck* checks = NULL;
// Source for The JavaScript function which can do the evaluation when a break
// point is hit.
const char* evaluate_check_source =
"function evaluate_check(exec_state, expr, expected) {"
" return exec_state.frame(0).evaluate(expr).value() === expected;"
"}";
v8::Local<v8::Function> evaluate_check_function;
// The actual debug event described by the longer comment above.
static void DebugEventEvaluate(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
if (event == v8::Break) {
for (int i = 0; checks[i].expr != NULL; i++) {
const int argc = 3;
v8::Handle<v8::Value> argv[argc] = { exec_state,
v8::String::New(checks[i].expr),
checks[i].expected };
v8::Handle<v8::Value> result =
evaluate_check_function->Call(exec_state, argc, argv);
if (!result->IsTrue()) {
v8::String::AsciiValue ascii(checks[i].expected->ToString());
V8_Fatal(__FILE__, __LINE__, "%s != %s", checks[i].expr, *ascii);
}
}
}
}
// This debug event listener removes a breakpoint in a function
int debug_event_remove_break_point = 0;
static void DebugEventRemoveBreakPoint(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
if (event == v8::Break) {
break_point_hit_count++;
v8::Handle<v8::Function> fun = v8::Handle<v8::Function>::Cast(data);
ClearBreakPoint(debug_event_remove_break_point);
}
}
// Debug event handler which counts break points hit and performs a step
// afterwards.
StepAction step_action = StepIn; // Step action to perform when stepping.
static void DebugEventStep(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
if (event == v8::Break) {
break_point_hit_count++;
PrepareStep(step_action);
}
}
// Debug event handler which counts break points hit and performs a step
// afterwards. For each call the expected function is checked.
// For this debug event handler to work the following two global varaibles
// must be initialized.
// expected_step_sequence: An array of the expected function call sequence.
// frame_function_name: A JavaScript function (see below).
// String containing the expected function call sequence. Note: this only works
// if functions have name length of one.
const char* expected_step_sequence = NULL;
// The actual debug event described by the longer comment above.
static void DebugEventStepSequence(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
if (event == v8::Break || event == v8::Exception) {
// Check that the current function is the expected.
CHECK(break_point_hit_count <
static_cast<int>(strlen(expected_step_sequence)));
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { exec_state };
v8::Handle<v8::Value> result = frame_function_name->Call(exec_state,
argc, argv);
CHECK(result->IsString());
v8::String::AsciiValue function_name(result->ToString());
CHECK_EQ(1, strlen(*function_name));
CHECK_EQ((*function_name)[0],
expected_step_sequence[break_point_hit_count]);
// Perform step.
break_point_hit_count++;
PrepareStep(step_action);
}
}
// Debug event handler which performs a garbage collection.
static void DebugEventBreakPointCollectGarbage(
v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
// Perform a garbage collection when break point is hit and continue. Based
// on the number of break points hit either scavenge or mark compact
// collector is used.
if (event == v8::Break) {
break_point_hit_count++;
if (break_point_hit_count % 2 == 0) {
// Scavenge.
Heap::CollectGarbage(0, v8::internal::NEW_SPACE);
} else {
// Mark sweep (and perhaps compact).
Heap::CollectAllGarbage();
}
}
}
// Debug event handler which re-issues a debug break and calls the garbage
// collector to have the heap verified.
static void DebugEventBreak(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// When hitting a debug event listener there must be a break set.
CHECK_NE(v8::internal::Debug::break_id(), 0);
if (event == v8::Break) {
// Count the number of breaks.
break_point_hit_count++;
// Run the garbage collector to enforce heap verification if option
// --verify-heap is set.
Heap::CollectGarbage(0, v8::internal::NEW_SPACE);
// Set the break flag again to come back here as soon as possible.
v8::Debug::DebugBreak();
}
}
// --- M e s s a g e C a l l b a c k
// Message callback which counts the number of messages.
int message_callback_count = 0;
static void MessageCallbackCountClear() {
message_callback_count = 0;
}
static void MessageCallbackCount(v8::Handle<v8::Message> message,
v8::Handle<v8::Value> data) {
message_callback_count++;
}
// --- T h e A c t u a l T e s t s
// Test that the debug break function is the expected one for different kinds
// of break locations.
TEST(DebugStub) {
using ::v8::internal::Builtins;
v8::HandleScope scope;
DebugLocalContext env;
CheckDebugBreakFunction(&env,
"function f1(){}", "f1",
0,
v8::internal::RelocInfo::JS_RETURN,
NULL);
CheckDebugBreakFunction(&env,
"function f2(){x=1;}", "f2",
0,
v8::internal::RelocInfo::CODE_TARGET,
Builtins::builtin(Builtins::StoreIC_DebugBreak));
CheckDebugBreakFunction(&env,
"function f3(){var a=x;}", "f3",
0,
v8::internal::RelocInfo::CODE_TARGET_CONTEXT,
Builtins::builtin(Builtins::LoadIC_DebugBreak));
// TODO(1240753): Make the test architecture independent or split
// parts of the debugger into architecture dependent files. This
// part currently disabled as it is not portable between IA32/ARM.
// Currently on ICs for keyed store/load on ARM.
#if !defined (__arm__) && !defined(__thumb__)
CheckDebugBreakFunction(
&env,
"function f4(){var index='propertyName'; var a={}; a[index] = 'x';}",
"f4",
0,
v8::internal::RelocInfo::CODE_TARGET,
Builtins::builtin(Builtins::KeyedStoreIC_DebugBreak));
CheckDebugBreakFunction(
&env,
"function f5(){var index='propertyName'; var a={}; return a[index];}",
"f5",
0,
v8::internal::RelocInfo::CODE_TARGET,
Builtins::builtin(Builtins::KeyedLoadIC_DebugBreak));
#endif
// Check the debug break code stubs for call ICs with different number of
// parameters.
Handle<Code> debug_break_0 = v8::internal::ComputeCallDebugBreak(0);
Handle<Code> debug_break_1 = v8::internal::ComputeCallDebugBreak(1);
Handle<Code> debug_break_4 = v8::internal::ComputeCallDebugBreak(4);
CheckDebugBreakFunction(&env,
"function f4_0(){x();}", "f4_0",
0,
v8::internal::RelocInfo::CODE_TARGET_CONTEXT,
*debug_break_0);
CheckDebugBreakFunction(&env,
"function f4_1(){x(1);}", "f4_1",
0,
v8::internal::RelocInfo::CODE_TARGET_CONTEXT,
*debug_break_1);
CheckDebugBreakFunction(&env,
"function f4_4(){x(1,2,3,4);}", "f4_4",
0,
v8::internal::RelocInfo::CODE_TARGET_CONTEXT,
*debug_break_4);
}
// Test that the debug info in the VM is in sync with the functions being
// debugged.
TEST(DebugInfo) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a couple of functions for the test.
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){}", "foo");
v8::Local<v8::Function> bar =
CompileFunction(&env, "function bar(){}", "bar");
// Initially no functions are debugged.
CHECK_EQ(0, v8::internal::GetDebuggedFunctions()->length());
CHECK(!HasDebugInfo(foo));
CHECK(!HasDebugInfo(bar));
// One function (foo) is debugged.
int bp1 = SetBreakPoint(foo, 0);
CHECK_EQ(1, v8::internal::GetDebuggedFunctions()->length());
CHECK(HasDebugInfo(foo));
CHECK(!HasDebugInfo(bar));
// Two functions are debugged.
int bp2 = SetBreakPoint(bar, 0);
CHECK_EQ(2, v8::internal::GetDebuggedFunctions()->length());
CHECK(HasDebugInfo(foo));
CHECK(HasDebugInfo(bar));
// One function (bar) is debugged.
ClearBreakPoint(bp1);
CHECK_EQ(1, v8::internal::GetDebuggedFunctions()->length());
CHECK(!HasDebugInfo(foo));
CHECK(HasDebugInfo(bar));
// No functions are debugged.
ClearBreakPoint(bp2);
CHECK_EQ(0, v8::internal::GetDebuggedFunctions()->length());
CHECK(!HasDebugInfo(foo));
CHECK(!HasDebugInfo(bar));
}
// Test that a break point can be set at an IC store location.
TEST(BreakPointICStore) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Script::Compile(v8::String::New("function foo(){bar=0;}"))->Run();
v8::Local<v8::Function> foo =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("foo")));
// Run without breakpoints.
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint
int bp = SetBreakPoint(foo, 0);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that a break point can be set at an IC load location.
TEST(BreakPointICLoad) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Script::Compile(v8::String::New("bar=1"))->Run();
v8::Script::Compile(v8::String::New("function foo(){var x=bar;}"))->Run();
v8::Local<v8::Function> foo =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("foo")));
// Run without breakpoints.
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint
int bp = SetBreakPoint(foo, 0);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that a break point can be set at an IC call location.
TEST(BreakPointICCall) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Script::Compile(v8::String::New("function bar(){}"))->Run();
v8::Script::Compile(v8::String::New("function foo(){bar();}"))->Run();
v8::Local<v8::Function> foo =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("foo")));
// Run without breakpoints.
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint
int bp = SetBreakPoint(foo, 0);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that a break point can be set at a return store location.
TEST(BreakPointReturn) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
// Create a functions for checking the source line and column when hitting
// a break point.
frame_source_line = CompileFunction(&env,
frame_source_line_source,
"frame_source_line");
frame_source_column = CompileFunction(&env,
frame_source_column_source,
"frame_source_column");
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Script::Compile(v8::String::New("function foo(){}"))->Run();
v8::Local<v8::Function> foo =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("foo")));
// Run without breakpoints.
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint
int bp = SetBreakPoint(foo, 0);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(0, last_source_line);
CHECK_EQ(16, last_source_column);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ(0, last_source_line);
CHECK_EQ(16, last_source_column);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
static void CallWithBreakPoints(v8::Local<v8::Object> recv,
v8::Local<v8::Function> f,
int break_point_count,
int call_count) {
break_point_hit_count = 0;
for (int i = 0; i < call_count; i++) {
f->Call(recv, 0, NULL);
CHECK_EQ((i + 1) * break_point_count, break_point_hit_count);
}
}
// Test GC during break point processing.
TEST(GCDuringBreakPointProcessing) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetDebugEventListener(DebugEventBreakPointCollectGarbage,
v8::Undefined());
v8::Local<v8::Function> foo;
// Test IC store break point with garbage collection.
foo = CompileFunction(&env, "function foo(){bar=0;}", "foo");
SetBreakPoint(foo, 0);
CallWithBreakPoints(env->Global(), foo, 1, 10);
// Test IC load break point with garbage collection.
foo = CompileFunction(&env, "bar=1;function foo(){var x=bar;}", "foo");
SetBreakPoint(foo, 0);
CallWithBreakPoints(env->Global(), foo, 1, 10);
// Test IC call break point with garbage collection.
foo = CompileFunction(&env, "function bar(){};function foo(){bar();}", "foo");
SetBreakPoint(foo, 0);
CallWithBreakPoints(env->Global(), foo, 1, 10);
// Test return break point with garbage collection.
foo = CompileFunction(&env, "function foo(){}", "foo");
SetBreakPoint(foo, 0);
CallWithBreakPoints(env->Global(), foo, 1, 25);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Call the function three times with different garbage collections in between
// and make sure that the break point survives.
static void CallAndGC(v8::Local<v8::Object> recv, v8::Local<v8::Function> f) {
break_point_hit_count = 0;
for (int i = 0; i < 3; i++) {
// Call function.
f->Call(recv, 0, NULL);
CHECK_EQ(1 + i * 3, break_point_hit_count);
// Scavenge and call function.
Heap::CollectGarbage(0, v8::internal::NEW_SPACE);
f->Call(recv, 0, NULL);
CHECK_EQ(2 + i * 3, break_point_hit_count);
// Mark sweep (and perhaps compact) and call function.
Heap::CollectAllGarbage();
f->Call(recv, 0, NULL);
CHECK_EQ(3 + i * 3, break_point_hit_count);
}
}
// Test that a break point can be set at a return store location.
TEST(BreakPointSurviveGC) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::Function> foo;
// Test IC store break point with garbage collection.
foo = CompileFunction(&env, "function foo(){bar=0;}", "foo");
SetBreakPoint(foo, 0);
CallAndGC(env->Global(), foo);
// Test IC load break point with garbage collection.
foo = CompileFunction(&env, "bar=1;function foo(){var x=bar;}", "foo");
SetBreakPoint(foo, 0);
CallAndGC(env->Global(), foo);
// Test IC call break point with garbage collection.
foo = CompileFunction(&env, "function bar(){};function foo(){bar();}", "foo");
SetBreakPoint(foo, 0);
CallAndGC(env->Global(), foo);
// Test return break point with garbage collection.
foo = CompileFunction(&env, "function foo(){}", "foo");
SetBreakPoint(foo, 0);
CallAndGC(env->Global(), foo);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that break points can be set using the global Debug object.
TEST(BreakPointThroughJavaScript) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Script::Compile(v8::String::New("function bar(){}"))->Run();
v8::Script::Compile(v8::String::New("function foo(){bar();bar();}"))->Run();
// 012345678901234567890
// 1 2
// Break points are set at position 3 and 9
v8::Local<v8::Script> foo = v8::Script::Compile(v8::String::New("foo()"));
// Run without breakpoints.
foo->Run();
CHECK_EQ(0, break_point_hit_count);
// Run with one breakpoint
int bp1 = SetBreakPointFromJS("foo", 0, 3);
foo->Run();
CHECK_EQ(1, break_point_hit_count);
foo->Run();
CHECK_EQ(2, break_point_hit_count);
// Run with two breakpoints
int bp2 = SetBreakPointFromJS("foo", 0, 9);
foo->Run();
CHECK_EQ(4, break_point_hit_count);
foo->Run();
CHECK_EQ(6, break_point_hit_count);
// Run with one breakpoint
ClearBreakPointFromJS(bp2);
foo->Run();
CHECK_EQ(7, break_point_hit_count);
foo->Run();
CHECK_EQ(8, break_point_hit_count);
// Run without breakpoints.
ClearBreakPointFromJS(bp1);
foo->Run();
CHECK_EQ(8, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Make sure that the break point numbers are consecutive.
CHECK_EQ(1, bp1);
CHECK_EQ(2, bp2);
}
// Test that break points on scripts identified by name can be set using the
// global Debug object.
TEST(ScriptBreakPointByNameThroughJavaScript) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::String> script = v8::String::New(
"function f() {\n"
" function h() {\n"
" a = 0; // line 2\n"
" }\n"
" b = 1; // line 4\n"
" return h();\n"
"}\n"
"\n"
"function g() {\n"
" function h() {\n"
" a = 0;\n"
" }\n"
" b = 2; // line 12\n"
" h();\n"
" b = 3; // line 14\n"
" f(); // line 15\n"
"}");
// Compile the script and get the two functions.
v8::ScriptOrigin origin =
v8::ScriptOrigin(v8::String::New("test"));
v8::Script::Compile(script, &origin)->Run();
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
v8::Local<v8::Function> g =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("g")));
// Call f and g without break points.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 12.
int sbp1 = SetScriptBreakPointByNameFromJS("test", 12, 0);
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
// Remove the break point again.
break_point_hit_count = 0;
ClearBreakPointFromJS(sbp1);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 2.
int sbp2 = SetScriptBreakPointByNameFromJS("test", 2, 0);
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Call f and g with break point on line 2, 4, 12, 14 and 15.
int sbp3 = SetScriptBreakPointByNameFromJS("test", 4, 0);
int sbp4 = SetScriptBreakPointByNameFromJS("test", 12, 0);
int sbp5 = SetScriptBreakPointByNameFromJS("test", 14, 0);
int sbp6 = SetScriptBreakPointByNameFromJS("test", 15, 0);
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(7, break_point_hit_count);
// Remove all the break points again.
break_point_hit_count = 0;
ClearBreakPointFromJS(sbp2);
ClearBreakPointFromJS(sbp3);
ClearBreakPointFromJS(sbp4);
ClearBreakPointFromJS(sbp5);
ClearBreakPointFromJS(sbp6);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Make sure that the break point numbers are consecutive.
CHECK_EQ(1, sbp1);
CHECK_EQ(2, sbp2);
CHECK_EQ(3, sbp3);
CHECK_EQ(4, sbp4);
CHECK_EQ(5, sbp5);
CHECK_EQ(6, sbp6);
}
TEST(ScriptBreakPointByIdThroughJavaScript) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::String> source = v8::String::New(
"function f() {\n"
" function h() {\n"
" a = 0; // line 2\n"
" }\n"
" b = 1; // line 4\n"
" return h();\n"
"}\n"
"\n"
"function g() {\n"
" function h() {\n"
" a = 0;\n"
" }\n"
" b = 2; // line 12\n"
" h();\n"
" b = 3; // line 14\n"
" f(); // line 15\n"
"}");
// Compile the script and get the two functions.
v8::ScriptOrigin origin =
v8::ScriptOrigin(v8::String::New("test"));
v8::Local<v8::Script> script = v8::Script::Compile(source, &origin);
script->Run();
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
v8::Local<v8::Function> g =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("g")));
// Get the script id knowing that internally it is a 32 integer.
uint32_t script_id = script->Id()->Uint32Value();
// Call f and g without break points.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 12.
int sbp1 = SetScriptBreakPointByIdFromJS(script_id, 12, 0);
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
// Remove the break point again.
break_point_hit_count = 0;
ClearBreakPointFromJS(sbp1);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 2.
int sbp2 = SetScriptBreakPointByIdFromJS(script_id, 2, 0);
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Call f and g with break point on line 2, 4, 12, 14 and 15.
int sbp3 = SetScriptBreakPointByIdFromJS(script_id, 4, 0);
int sbp4 = SetScriptBreakPointByIdFromJS(script_id, 12, 0);
int sbp5 = SetScriptBreakPointByIdFromJS(script_id, 14, 0);
int sbp6 = SetScriptBreakPointByIdFromJS(script_id, 15, 0);
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(7, break_point_hit_count);
// Remove all the break points again.
break_point_hit_count = 0;
ClearBreakPointFromJS(sbp2);
ClearBreakPointFromJS(sbp3);
ClearBreakPointFromJS(sbp4);
ClearBreakPointFromJS(sbp5);
ClearBreakPointFromJS(sbp6);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Make sure that the break point numbers are consecutive.
CHECK_EQ(1, sbp1);
CHECK_EQ(2, sbp2);
CHECK_EQ(3, sbp3);
CHECK_EQ(4, sbp4);
CHECK_EQ(5, sbp5);
CHECK_EQ(6, sbp6);
}
// Test conditional script break points.
TEST(EnableDisableScriptBreakPoint) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::String> script = v8::String::New(
"function f() {\n"
" a = 0; // line 1\n"
"};");
// Compile the script and get function f.
v8::ScriptOrigin origin =
v8::ScriptOrigin(v8::String::New("test"));
v8::Script::Compile(script, &origin)->Run();
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
// Set script break point on line 1 (in function f).
int sbp = SetScriptBreakPointByNameFromJS("test", 1, 0);
// Call f while enabeling and disabling the script break point.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
DisableScriptBreakPointFromJS(sbp);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
EnableScriptBreakPointFromJS(sbp);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
DisableScriptBreakPointFromJS(sbp);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Reload the script and get f again checking that the disabeling survives.
v8::Script::Compile(script, &origin)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
EnableScriptBreakPointFromJS(sbp);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(3, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test conditional script break points.
TEST(ConditionalScriptBreakPoint) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::String> script = v8::String::New(
"count = 0;\n"
"function f() {\n"
" g(count++); // line 2\n"
"};\n"
"function g(x) {\n"
" var a=x; // line 5\n"
"};");
// Compile the script and get function f.
v8::ScriptOrigin origin =
v8::ScriptOrigin(v8::String::New("test"));
v8::Script::Compile(script, &origin)->Run();
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
// Set script break point on line 5 (in function g).
int sbp1 = SetScriptBreakPointByNameFromJS("test", 5, 0);
// Call f with different conditions on the script break point.
break_point_hit_count = 0;
ChangeScriptBreakPointConditionFromJS(sbp1, "false");
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
ChangeScriptBreakPointConditionFromJS(sbp1, "true");
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
ChangeScriptBreakPointConditionFromJS(sbp1, "a % 2 == 0");
break_point_hit_count = 0;
for (int i = 0; i < 10; i++) {
f->Call(env->Global(), 0, NULL);
}
CHECK_EQ(5, break_point_hit_count);
// Reload the script and get f again checking that the condition survives.
v8::Script::Compile(script, &origin)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
break_point_hit_count = 0;
for (int i = 0; i < 10; i++) {
f->Call(env->Global(), 0, NULL);
}
CHECK_EQ(5, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test ignore count on script break points.
TEST(ScriptBreakPointIgnoreCount) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::String> script = v8::String::New(
"function f() {\n"
" a = 0; // line 1\n"
"};");
// Compile the script and get function f.
v8::ScriptOrigin origin =
v8::ScriptOrigin(v8::String::New("test"));
v8::Script::Compile(script, &origin)->Run();
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
// Set script break point on line 1 (in function f).
int sbp = SetScriptBreakPointByNameFromJS("test", 1, 0);
// Call f with different ignores on the script break point.
break_point_hit_count = 0;
ChangeScriptBreakPointIgnoreCountFromJS(sbp, 1);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
ChangeScriptBreakPointIgnoreCountFromJS(sbp, 5);
break_point_hit_count = 0;
for (int i = 0; i < 10; i++) {
f->Call(env->Global(), 0, NULL);
}
CHECK_EQ(5, break_point_hit_count);
// Reload the script and get f again checking that the ignore survives.
v8::Script::Compile(script, &origin)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
break_point_hit_count = 0;
for (int i = 0; i < 10; i++) {
f->Call(env->Global(), 0, NULL);
}
CHECK_EQ(5, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that script break points survive when a script is reloaded.
TEST(ScriptBreakPointReload) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::Function> f;
v8::Local<v8::String> script = v8::String::New(
"function f() {\n"
" function h() {\n"
" a = 0; // line 2\n"
" }\n"
" b = 1; // line 4\n"
" return h();\n"
"}");
v8::ScriptOrigin origin_1 = v8::ScriptOrigin(v8::String::New("1"));
v8::ScriptOrigin origin_2 = v8::ScriptOrigin(v8::String::New("2"));
// Set a script break point before the script is loaded.
SetScriptBreakPointByNameFromJS("1", 2, 0);
// Compile the script and get the function.
v8::Script::Compile(script, &origin_1)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
// Compile the script again with a different script data and get the
// function.
v8::Script::Compile(script, &origin_2)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
// Call f and check that no break points are set.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Compile the script again and get the function.
v8::Script::Compile(script, &origin_1)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test when several scripts has the same script data
TEST(ScriptBreakPointMultiple) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::Function> f;
v8::Local<v8::String> script_f = v8::String::New(
"function f() {\n"
" a = 0; // line 1\n"
"}");
v8::Local<v8::Function> g;
v8::Local<v8::String> script_g = v8::String::New(
"function g() {\n"
" b = 0; // line 1\n"
"}");
v8::ScriptOrigin origin =
v8::ScriptOrigin(v8::String::New("test"));
// Set a script break point before the scripts are loaded.
int sbp = SetScriptBreakPointByNameFromJS("test", 1, 0);
// Compile the scripts with same script data and get the functions.
v8::Script::Compile(script_f, &origin)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
v8::Script::Compile(script_g, &origin)->Run();
g = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("g")));
// Call f and g and check that the script break point is active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Clear the script break point.
ClearBreakPointFromJS(sbp);
// Call f and g and check that the script break point is no longer active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Set script break point with the scripts loaded.
sbp = SetScriptBreakPointByNameFromJS("test", 1, 0);
// Call f and g and check that the script break point is active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test the script origin which has both name and line offset.
TEST(ScriptBreakPointLineOffset) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::Function> f;
v8::Local<v8::String> script = v8::String::New(
"function f() {\n"
" a = 0; // line 8 as this script has line offset 7\n"
" b = 0; // line 9 as this script has line offset 7\n"
"}");
// Create script origin both name and line offset.
v8::ScriptOrigin origin(v8::String::New("test.html"),
v8::Integer::New(7));
// Set two script break points before the script is loaded.
int sbp1 = SetScriptBreakPointByNameFromJS("test.html", 8, 0);
int sbp2 = SetScriptBreakPointByNameFromJS("test.html", 9, 0);
// Compile the script and get the function.
v8::Script::Compile(script, &origin)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Clear the script break points.
ClearBreakPointFromJS(sbp1);
ClearBreakPointFromJS(sbp2);
// Call f and check that no script break points are active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Set a script break point with the script loaded.
sbp1 = SetScriptBreakPointByNameFromJS("test.html", 9, 0);
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test script break points set on lines.
TEST(ScriptBreakPointLine) {
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
// Create a function for checking the function when hitting a break point.
frame_function_name = CompileFunction(&env,
frame_function_name_source,
"frame_function_name");
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Local<v8::Function> f;
v8::Local<v8::Function> g;
v8::Local<v8::String> script = v8::String::New(
"a = 0 // line 0\n"
"function f() {\n"
" a = 1; // line 2\n"
"}\n"
" a = 2; // line 4\n"
" /* xx */ function g() { // line 5\n"
" function h() { // line 6\n"
" a = 3; // line 7\n"
" }\n"
" h(); // line 9\n"
" a = 4; // line 10\n"
" }\n"
" a=5; // line 12");
// Set a couple script break point before the script is loaded.
int sbp1 = SetScriptBreakPointByNameFromJS("test.html", 0, -1);
int sbp2 = SetScriptBreakPointByNameFromJS("test.html", 1, -1);
int sbp3 = SetScriptBreakPointByNameFromJS("test.html", 5, -1);
// Compile the script and get the function.
break_point_hit_count = 0;
v8::ScriptOrigin origin(v8::String::New("test.html"), v8::Integer::New(0));
v8::Script::Compile(script, &origin)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
g = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("g")));
// Chesk that a break point was hit when the script was run.
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(0, strlen(last_function_hit));
// Call f and check that the script break point.
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ("f", last_function_hit);
// Call g and check that the script break point.
g->Call(env->Global(), 0, NULL);
CHECK_EQ(3, break_point_hit_count);
CHECK_EQ("g", last_function_hit);
// Clear the script break point on g and set one on h.
ClearBreakPointFromJS(sbp3);
int sbp4 = SetScriptBreakPointByNameFromJS("test.html", 6, -1);
// Call g and check that the script break point in h is hit.
g->Call(env->Global(), 0, NULL);
CHECK_EQ(4, break_point_hit_count);
CHECK_EQ("h", last_function_hit);
// Clear break points in f and h. Set a new one in the script between
// functions f and g and test that there is no break points in f and g any
// more.
ClearBreakPointFromJS(sbp2);
ClearBreakPointFromJS(sbp4);
int sbp5 = SetScriptBreakPointByNameFromJS("test.html", 4, -1);
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
g->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Reload the script which should hit two break points.
break_point_hit_count = 0;
v8::Script::Compile(script, &origin)->Run();
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ(0, strlen(last_function_hit));
// Set a break point in the code after the last function decleration.
int sbp6 = SetScriptBreakPointByNameFromJS("test.html", 12, -1);
// Reload the script which should hit three break points.
break_point_hit_count = 0;
v8::Script::Compile(script, &origin)->Run();
CHECK_EQ(3, break_point_hit_count);
CHECK_EQ(0, strlen(last_function_hit));
// Clear the last break points, and reload the script which should not hit any
// break points.
ClearBreakPointFromJS(sbp1);
ClearBreakPointFromJS(sbp5);
ClearBreakPointFromJS(sbp6);
break_point_hit_count = 0;
v8::Script::Compile(script, &origin)->Run();
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that it is possible to remove the last break point for a function
// inside the break handling of that break point.
TEST(RemoveBreakPointInBreak) {
v8::HandleScope scope;
DebugLocalContext env;
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){a=1;}", "foo");
debug_event_remove_break_point = SetBreakPoint(foo, 0);
// Register the debug event listener pasing the function
v8::Debug::SetDebugEventListener(DebugEventRemoveBreakPoint, foo);
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that the debugger statement causes a break.
TEST(DebuggerStatement) {
break_point_hit_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
v8::Script::Compile(v8::String::New("function bar(){debugger}"))->Run();
v8::Script::Compile(v8::String::New(
"function foo(){debugger;debugger;}"))->Run();
v8::Local<v8::Function> foo =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("foo")));
v8::Local<v8::Function> bar =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("bar")));
// Run function with debugger statement
bar->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
// Run function with two debugger statement
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(3, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Thest that the evaluation of expressions when a break point is hit generates
// the correct results.
TEST(DebugEvaluate) {
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
// Create a function for checking the evaluation when hitting a break point.
evaluate_check_function = CompileFunction(&env,
evaluate_check_source,
"evaluate_check");
// Register the debug event listener
v8::Debug::SetDebugEventListener(DebugEventEvaluate);
// Different expected vaules of x and a when in a break point (u = undefined,
// d = Hello, world!).
struct EvaluateCheck checks_uu[] = {
{"x", v8::Undefined()},
{"a", v8::Undefined()},
{NULL, v8::Handle<v8::Value>()}
};
struct EvaluateCheck checks_hu[] = {
{"x", v8::String::New("Hello, world!")},
{"a", v8::Undefined()},
{NULL, v8::Handle<v8::Value>()}
};
struct EvaluateCheck checks_hh[] = {
{"x", v8::String::New("Hello, world!")},
{"a", v8::String::New("Hello, world!")},
{NULL, v8::Handle<v8::Value>()}
};
// Simple test function. The "y=0" is in the function foo to provide a break
// location. For "y=0" the "y" is at position 15 in the barbar function
// therefore setting breakpoint at position 15 will break at "y=0" and
// setting it higher will break after.
v8::Local<v8::Function> foo = CompileFunction(&env,
"function foo(x) {"
" var a;"
" y=0; /* To ensure break location.*/"
" a=x;"
"}",
"foo");
const int foo_break_position = 15;
// Arguments with one parameter "Hello, world!"
v8::Handle<v8::Value> argv_foo[1] = { v8::String::New("Hello, world!") };
// Call foo with breakpoint set before a=x and undefined as parameter.
int bp = SetBreakPoint(foo, foo_break_position);
checks = checks_uu;
foo->Call(env->Global(), 0, NULL);
// Call foo with breakpoint set before a=x and parameter "Hello, world!".
checks = checks_hu;
foo->Call(env->Global(), 1, argv_foo);
// Call foo with breakpoint set after a=x and parameter "Hello, world!".
ClearBreakPoint(bp);
SetBreakPoint(foo, foo_break_position + 1);
checks = checks_hh;
foo->Call(env->Global(), 1, argv_foo);
// Test function with an inner function. The "y=0" is in function barbar
// to provide a break location. For "y=0" the "y" is at position 8 in the
// barbar function therefore setting breakpoint at position 8 will break at
// "y=0" and setting it higher will break after.
v8::Local<v8::Function> bar = CompileFunction(&env,
"y = 0;"
"x = 'Goodbye, world!';"
"function bar(x, b) {"
" var a;"
" function barbar() {"
" y=0; /* To ensure break location.*/"
" a=x;"
" };"
" debug.Debug.clearAllBreakPoints();"
" barbar();"
" y=0;a=x;"
"}",
"bar");
const int barbar_break_position = 8;
// Call bar setting breakpoint before a=x in barbar and undefined as
// parameter.
checks = checks_uu;
v8::Handle<v8::Value> argv_bar_1[2] = {
v8::Undefined(),
v8::Number::New(barbar_break_position)
};
bar->Call(env->Global(), 2, argv_bar_1);
// Call bar setting breakpoint before a=x in barbar and parameter
// "Hello, world!".
checks = checks_hu;
v8::Handle<v8::Value> argv_bar_2[2] = {
v8::String::New("Hello, world!"),
v8::Number::New(barbar_break_position)
};
bar->Call(env->Global(), 2, argv_bar_2);
// Call bar setting breakpoint after a=x in barbar and parameter
// "Hello, world!".
checks = checks_hh;
v8::Handle<v8::Value> argv_bar_3[2] = {
v8::String::New("Hello, world!"),
v8::Number::New(barbar_break_position + 1)
};
bar->Call(env->Global(), 2, argv_bar_3);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Simple test of the stepping mechanism using only store ICs.
TEST(DebugStepLinear) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for testing stepping.
v8::Local<v8::Function> foo = CompileFunction(&env,
"function foo(){a=1;b=1;c=1;}",
"foo");
SetBreakPoint(foo, 3);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// With stepping all break locations are hit.
CHECK_EQ(4, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount);
SetBreakPoint(foo, 3);
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// Without stepping only active break points are hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test of the stepping mechanism for keyed load in a loop.
TEST(DebugStepKeyedLoadLoop) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for testing stepping of keyed load. The statement 'y=1'
// is there to have more than one breakable statement in the loop, TODO(315).
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function foo(a) {\n"
" var x;\n"
" var len = a.length;\n"
" for (var i = 0; i < len; i++) {\n"
" y = 1;\n"
" x = a[i];\n"
" }\n"
"}\n",
"foo");
// Create array [0,1,2,3,4,5,6,7,8,9]
v8::Local<v8::Array> a = v8::Array::New(10);
for (int i = 0; i < 10; i++) {
a->Set(v8::Number::New(i), v8::Number::New(i));
}
// Call function without any break points to ensure inlining is in place.
const int kArgc = 1;
v8::Handle<v8::Value> args[kArgc] = { a };
foo->Call(env->Global(), kArgc, args);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
// Setup break point and step through the function.
SetBreakPoint(foo, 3);
step_action = StepNext;
break_point_hit_count = 0;
foo->Call(env->Global(), kArgc, args);
// With stepping all break locations are hit.
CHECK_EQ(22, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test of the stepping mechanism for keyed store in a loop.
TEST(DebugStepKeyedStoreLoop) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for testing stepping of keyed store. The statement 'y=1'
// is there to have more than one breakable statement in the loop, TODO(315).
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function foo(a) {\n"
" var len = a.length;\n"
" for (var i = 0; i < len; i++) {\n"
" y = 1;\n"
" a[i] = 42;\n"
" }\n"
"}\n",
"foo");
// Create array [0,1,2,3,4,5,6,7,8,9]
v8::Local<v8::Array> a = v8::Array::New(10);
for (int i = 0; i < 10; i++) {
a->Set(v8::Number::New(i), v8::Number::New(i));
}
// Call function without any break points to ensure inlining is in place.
const int kArgc = 1;
v8::Handle<v8::Value> args[kArgc] = { a };
foo->Call(env->Global(), kArgc, args);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
// Setup break point and step through the function.
SetBreakPoint(foo, 3);
step_action = StepNext;
break_point_hit_count = 0;
foo->Call(env->Global(), kArgc, args);
// With stepping all break locations are hit.
CHECK_EQ(22, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test the stepping mechanism with different ICs.
TEST(DebugStepLinearMixedICs) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for testing stepping.
v8::Local<v8::Function> foo = CompileFunction(&env,
"function bar() {};"
"function foo() {"
" var x;"
" var index='name';"
" var y = {};"
" a=1;b=2;x=a;y[index]=3;x=y[index];bar();}", "foo");
SetBreakPoint(foo, 0);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// With stepping all break locations are hit. For ARM the keyed load/store
// is not hit as they are not implemented as ICs.
#if defined (__arm__) || defined(__thumb__)
CHECK_EQ(6, break_point_hit_count);
#else
CHECK_EQ(8, break_point_hit_count);
#endif
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount);
SetBreakPoint(foo, 0);
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// Without stepping only active break points are hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
TEST(DebugStepIf) {
v8::HandleScope scope;
DebugLocalContext env;
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
// Create a function for testing stepping.
const int argc = 1;
const char* src = "function foo(x) { "
" a = 1;"
" if (x) {"
" b = 1;"
" } else {"
" c = 1;"
" d = 1;"
" }"
"}";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 0);
// Stepping through the true part.
step_action = StepIn;
break_point_hit_count = 0;
v8::Handle<v8::Value> argv_true[argc] = { v8::True() };
foo->Call(env->Global(), argc, argv_true);
CHECK_EQ(3, break_point_hit_count);
// Stepping through the false part.
step_action = StepIn;
break_point_hit_count = 0;
v8::Handle<v8::Value> argv_false[argc] = { v8::False() };
foo->Call(env->Global(), argc, argv_false);
CHECK_EQ(4, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
TEST(DebugStepSwitch) {
v8::HandleScope scope;
DebugLocalContext env;
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
// Create a function for testing stepping.
const int argc = 1;
const char* src = "function foo(x) { "
" a = 1;"
" switch (x) {"
" case 1:"
" b = 1;"
" case 2:"
" c = 1;"
" break;"
" case 3:"
" d = 1;"
" e = 1;"
" break;"
" }"
"}";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 0);
// One case with fall-through.
step_action = StepIn;
break_point_hit_count = 0;
v8::Handle<v8::Value> argv_1[argc] = { v8::Number::New(1) };
foo->Call(env->Global(), argc, argv_1);
CHECK_EQ(4, break_point_hit_count);
// Another case.
step_action = StepIn;
break_point_hit_count = 0;
v8::Handle<v8::Value> argv_2[argc] = { v8::Number::New(2) };
foo->Call(env->Global(), argc, argv_2);
CHECK_EQ(3, break_point_hit_count);
// Last case.
step_action = StepIn;
break_point_hit_count = 0;
v8::Handle<v8::Value> argv_3[argc] = { v8::Number::New(3) };
foo->Call(env->Global(), argc, argv_3);
CHECK_EQ(4, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
TEST(DebugStepFor) {
v8::HandleScope scope;
DebugLocalContext env;
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
// Create a function for testing stepping.
const int argc = 1;
const char* src = "function foo(x) { "
" a = 1;"
" for (i = 0; i < x; i++) {"
" b = 1;"
" }"
"}";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 8); // "a = 1;"
// Looping 10 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Handle<v8::Value> argv_10[argc] = { v8::Number::New(10) };
foo->Call(env->Global(), argc, argv_10);
CHECK_EQ(23, break_point_hit_count);
// Looping 100 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Handle<v8::Value> argv_100[argc] = { v8::Number::New(100) };
foo->Call(env->Global(), argc, argv_100);
CHECK_EQ(203, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
TEST(StepInOutSimple) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for checking the function when hitting a break point.
frame_function_name = CompileFunction(&env,
frame_function_name_source,
"frame_function_name");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStepSequence);
// Create functions for testing stepping.
const char* src = "function a() {b();c();}; "
"function b() {c();}; "
"function c() {}; ";
v8::Local<v8::Function> a = CompileFunction(&env, src, "a");
SetBreakPoint(a, 0);
// Step through invocation of a with step in.
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "abcbaca";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of a with step next.
step_action = StepNext;
break_point_hit_count = 0;
expected_step_sequence = "aaa";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of a with step out.
step_action = StepOut;
break_point_hit_count = 0;
expected_step_sequence = "a";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
TEST(StepInOutTree) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for checking the function when hitting a break point.
frame_function_name = CompileFunction(&env,
frame_function_name_source,
"frame_function_name");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStepSequence);
// Create functions for testing stepping.
const char* src = "function a() {b(c(d()),d());c(d());d()}; "
"function b(x,y) {c();}; "
"function c(x) {}; "
"function d() {}; ";
v8::Local<v8::Function> a = CompileFunction(&env, src, "a");
SetBreakPoint(a, 0);
// Step through invocation of a with step in.
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "adacadabcbadacada";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of a with step next.
step_action = StepNext;
break_point_hit_count = 0;
expected_step_sequence = "aaaa";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of a with step out.
step_action = StepOut;
break_point_hit_count = 0;
expected_step_sequence = "a";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded(true);
}
TEST(StepInOutBranch) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for checking the function when hitting a break point.
frame_function_name = CompileFunction(&env,
frame_function_name_source,
"frame_function_name");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStepSequence);
// Create functions for testing stepping.
const char* src = "function a() {b(false);c();}; "
"function b(x) {if(x){c();};}; "
"function c() {}; ";
v8::Local<v8::Function> a = CompileFunction(&env, src, "a");
SetBreakPoint(a, 0);
// Step through invocation of a.
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "abaca";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that step in does not step into native functions.
TEST(DebugStepNatives) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for testing stepping.
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function foo(){debugger;Math.sin(1);}",
"foo");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// With stepping all break locations are hit.
CHECK_EQ(3, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount);
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// Without stepping only active break points are hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that step in works with function.apply.
TEST(DebugStepFunctionApply) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for testing stepping.
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function bar(x, y, z) { if (x == 1) { a = y; b = z; } }"
"function foo(){ debugger; bar.apply(this, [1,2,3]); }",
"foo");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// With stepping all break locations are hit.
CHECK_EQ(6, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount);
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// Without stepping only the debugger statement is hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test that step in works with function.call.
TEST(DebugStepFunctionCall) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for testing stepping.
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function bar(x, y, z) { if (x == 1) { a = y; b = z; } }"
"function foo(a){ debugger;"
" if (a) {"
" bar.call(this, 1, 2, 3);"
" } else {"
" bar.call(this, 0);"
" }"
"}",
"foo");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStep);
step_action = StepIn;
// Check stepping where the if condition in bar is false.
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(4, break_point_hit_count);
// Check stepping where the if condition in bar is true.
break_point_hit_count = 0;
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { v8::True() };
foo->Call(env->Global(), argc, argv);
CHECK_EQ(6, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount);
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
// Without stepping only the debugger statement is hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test break on exceptions. For each exception break combination the number
// of debug event exception callbacks and message callbacks are collected. The
// number of debug event exception callbacks are used to check that the
// debugger is called correctly and the number of message callbacks is used to
// check that uncaught exceptions are still returned even if there is a break
// for them.
TEST(BreakOnException) {
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::internal::Top::TraceException(false);
// Create functions for testing break on exception.
v8::Local<v8::Function> throws =
CompileFunction(&env, "function throws(){throw 1;}", "throws");
v8::Local<v8::Function> caught =
CompileFunction(&env,
"function caught(){try {throws();} catch(e) {};}",
"caught");
v8::Local<v8::Function> notCaught =
CompileFunction(&env, "function notCaught(){throws();}", "notCaught");
v8::V8::AddMessageListener(MessageCallbackCount);
v8::Debug::SetDebugEventListener(DebugEventCounter);
// Initial state should be break on uncaught exception.
DebugEventCounterClear();
MessageCallbackCountClear();
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// No break on exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(false, false);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// Break on uncaught exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(false, true);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// Break on exception and uncaught exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(true, true);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(2, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// Break on exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(true, false);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(2, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// No break on exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(false, false);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// Break on uncaught exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(false, true);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// Break on exception and uncaught exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(true, true);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(0, message_callback_count);
CHECK_EQ(0, uncaught_exception_hit_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(2, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
// Break on exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(true, false);
caught->Call(env->Global(), 0, NULL);
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
notCaught->Call(env->Global(), 0, NULL);
CHECK_EQ(2, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
v8::V8::RemoveMessageListeners(MessageCallbackCount);
}
// Test break on exception from compiler errors. When compiling using
// v8::Script::Compile there is no JavaScript stack whereas when compiling using
// eval there are JavaScript frames.
TEST(BreakOnCompileException) {
v8::HandleScope scope;
DebugLocalContext env;
v8::internal::Top::TraceException(false);
// Create a function for checking the function when hitting a break point.
frame_count = CompileFunction(&env, frame_count_source, "frame_count");
v8::V8::AddMessageListener(MessageCallbackCount);
v8::Debug::SetDebugEventListener(DebugEventCounter);
DebugEventCounterClear();
MessageCallbackCountClear();
// Check initial state.
CHECK_EQ(0, exception_hit_count);
CHECK_EQ(0, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count);
CHECK_EQ(-1, last_js_stack_height);
// Throws SyntaxError: Unexpected end of input
v8::Script::Compile(v8::String::New("+++"));
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(1, message_callback_count);
CHECK_EQ(0, last_js_stack_height); // No JavaScript stack.
// Throws SyntaxError: Unexpected identifier
v8::Script::Compile(v8::String::New("x x"));
CHECK_EQ(2, exception_hit_count);
CHECK_EQ(2, uncaught_exception_hit_count);
CHECK_EQ(2, message_callback_count);
CHECK_EQ(0, last_js_stack_height); // No JavaScript stack.
// Throws SyntaxError: Unexpected end of input
v8::Script::Compile(v8::String::New("eval('+++')"))->Run();
CHECK_EQ(3, exception_hit_count);
CHECK_EQ(3, uncaught_exception_hit_count);
CHECK_EQ(3, message_callback_count);
CHECK_EQ(1, last_js_stack_height);
// Throws SyntaxError: Unexpected identifier
v8::Script::Compile(v8::String::New("eval('x x')"))->Run();
CHECK_EQ(4, exception_hit_count);
CHECK_EQ(4, uncaught_exception_hit_count);
CHECK_EQ(4, message_callback_count);
CHECK_EQ(1, last_js_stack_height);
}
TEST(StepWithException) {
v8::HandleScope scope;
DebugLocalContext env;
// Create a function for checking the function when hitting a break point.
frame_function_name = CompileFunction(&env,
frame_function_name_source,
"frame_function_name");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(DebugEventStepSequence);
// Create functions for testing stepping.
const char* src = "function a() { n(); }; "
"function b() { c(); }; "
"function c() { n(); }; "
"function d() { x = 1; try { e(); } catch(x) { x = 2; } }; "
"function e() { n(); }; "
"function f() { x = 1; try { g(); } catch(x) { x = 2; } }; "
"function g() { h(); }; "
"function h() { x = 1; throw 1; }; ";
// Step through invocation of a.
v8::Local<v8::Function> a = CompileFunction(&env, src, "a");
SetBreakPoint(a, 0);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "aa";
a->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of b + c.
v8::Local<v8::Function> b = CompileFunction(&env, src, "b");
SetBreakPoint(b, 0);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "bcc";
b->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of d + e.
v8::Local<v8::Function> d = CompileFunction(&env, src, "d");
SetBreakPoint(d, 0);
ChangeBreakOnException(false, true);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "dded";
d->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of d + e now with break on caught exceptions.
ChangeBreakOnException(true, true);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "ddeed";
d->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of f + g + h.
v8::Local<v8::Function> f = CompileFunction(&env, src, "f");
SetBreakPoint(f, 0);
ChangeBreakOnException(false, true);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "ffghf";
f->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Step through invocation of f + g + h now with break on caught exceptions.
ChangeBreakOnException(true, true);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "ffghhf";
f->Call(env->Global(), 0, NULL);
CHECK_EQ(strlen(expected_step_sequence), break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
TEST(DebugBreak) {
v8::HandleScope scope;
DebugLocalContext env;
// This test should be run with option --verify-heap. As --verify-heap is
// only available in debug mode only check for it in that case.
#ifdef DEBUG
CHECK(v8::internal::FLAG_verify_heap);
#endif
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetDebugEventListener(DebugEventBreak);
// Create a function for testing stepping.
const char* src = "function f0() {}"
"function f1(x1) {}"
"function f2(x1,x2) {}"
"function f3(x1,x2,x3) {}";
v8::Local<v8::Function> f0 = CompileFunction(&env, src, "f0");
v8::Local<v8::Function> f1 = CompileFunction(&env, src, "f1");
v8::Local<v8::Function> f2 = CompileFunction(&env, src, "f2");
v8::Local<v8::Function> f3 = CompileFunction(&env, src, "f3");
// Call the function to make sure it is compiled.
v8::Handle<v8::Value> argv[] = { v8::Number::New(1),
v8::Number::New(1),
v8::Number::New(1),
v8::Number::New(1) };
// Call all functions to make sure that they are compiled.
f0->Call(env->Global(), 0, NULL);
f1->Call(env->Global(), 0, NULL);
f2->Call(env->Global(), 0, NULL);
f3->Call(env->Global(), 0, NULL);
// Set the debug break flag.
v8::Debug::DebugBreak();
// Call all functions with different argument count.
break_point_hit_count = 0;
for (unsigned int i = 0; i < ARRAY_SIZE(argv); i++) {
f0->Call(env->Global(), i, argv);
f1->Call(env->Global(), i, argv);
f2->Call(env->Global(), i, argv);
f3->Call(env->Global(), i, argv);
}
// One break for each function called.
CHECK_EQ(4 * ARRAY_SIZE(argv), break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Test to ensure that JavaScript code keeps running while the debug break
// through the stack limit flag is set but breaks are disabled.
TEST(DisableBreak) {
v8::HandleScope scope;
DebugLocalContext env;
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetDebugEventListener(DebugEventCounter);
// Create a function for testing stepping.
const char* src = "function f() {g()};function g(){i=0; while(i<10){i++}}";
v8::Local<v8::Function> f = CompileFunction(&env, src, "f");
// Set the debug break flag.
v8::Debug::DebugBreak();
// Call all functions with different argument count.
break_point_hit_count = 0;
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
{
v8::Debug::DebugBreak();
v8::internal::DisableBreak disable_break(true);
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
}
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
static v8::Handle<v8::Array> NamedEnum(const v8::AccessorInfo&) {
v8::Handle<v8::Array> result = v8::Array::New(3);
result->Set(v8::Integer::New(0), v8::String::New("a"));
result->Set(v8::Integer::New(1), v8::String::New("b"));
result->Set(v8::Integer::New(2), v8::String::New("c"));
return result;
}
static v8::Handle<v8::Array> IndexedEnum(const v8::AccessorInfo&) {
v8::Handle<v8::Array> result = v8::Array::New(2);
result->Set(v8::Integer::New(0), v8::Number::New(1));
result->Set(v8::Integer::New(1), v8::Number::New(10));
return result;
}
static v8::Handle<v8::Value> NamedGetter(v8::Local<v8::String> name,
const v8::AccessorInfo& info) {
v8::String::AsciiValue n(name);
if (strcmp(*n, "a") == 0) {
return v8::String::New("AA");
} else if (strcmp(*n, "b") == 0) {
return v8::String::New("BB");
} else if (strcmp(*n, "c") == 0) {
return v8::String::New("CC");
} else {
return v8::Undefined();
}
return name;
}
static v8::Handle<v8::Value> IndexedGetter(uint32_t index,
const v8::AccessorInfo& info) {
return v8::Number::New(index + 1);
}
TEST(InterceptorPropertyMirror) {
// Create a V8 environment with debug access.
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
// Create object with named interceptor.
v8::Handle<v8::ObjectTemplate> named = v8::ObjectTemplate::New();
named->SetNamedPropertyHandler(NamedGetter, NULL, NULL, NULL, NamedEnum);
env->Global()->Set(v8::String::New("intercepted_named"),
named->NewInstance());
// Create object with indexed interceptor.
v8::Handle<v8::ObjectTemplate> indexed = v8::ObjectTemplate::New();
indexed->SetIndexedPropertyHandler(IndexedGetter,
NULL,
NULL,
NULL,
IndexedEnum);
env->Global()->Set(v8::String::New("intercepted_indexed"),
indexed->NewInstance());
// Create object with both named and indexed interceptor.
v8::Handle<v8::ObjectTemplate> both = v8::ObjectTemplate::New();
both->SetNamedPropertyHandler(NamedGetter, NULL, NULL, NULL, NamedEnum);
both->SetIndexedPropertyHandler(IndexedGetter, NULL, NULL, NULL, IndexedEnum);
env->Global()->Set(v8::String::New("intercepted_both"), both->NewInstance());
// Get mirrors for the three objects with interceptor.
CompileRun(
"named_mirror = debug.MakeMirror(intercepted_named);"
"indexed_mirror = debug.MakeMirror(intercepted_indexed);"
"both_mirror = debug.MakeMirror(intercepted_both)");
CHECK(CompileRun(
"named_mirror instanceof debug.ObjectMirror")->BooleanValue());
CHECK(CompileRun(
"indexed_mirror instanceof debug.ObjectMirror")->BooleanValue());
CHECK(CompileRun(
"both_mirror instanceof debug.ObjectMirror")->BooleanValue());
// Get the property names from the interceptors
CompileRun(
"named_names = named_mirror.propertyNames();"
"indexed_names = indexed_mirror.propertyNames();"
"both_names = both_mirror.propertyNames()");
CHECK_EQ(3, CompileRun("named_names.length")->Int32Value());
CHECK_EQ(2, CompileRun("indexed_names.length")->Int32Value());
CHECK_EQ(5, CompileRun("both_names.length")->Int32Value());
// Check the expected number of properties.
const char* source;
source = "named_mirror.properties().length";
CHECK_EQ(3, CompileRun(source)->Int32Value());
source = "indexed_mirror.properties().length";
CHECK_EQ(2, CompileRun(source)->Int32Value());
source = "both_mirror.properties().length";
CHECK_EQ(5, CompileRun(source)->Int32Value());
// 1 is PropertyKind.Named;
source = "both_mirror.properties(1).length";
CHECK_EQ(3, CompileRun(source)->Int32Value());
// 2 is PropertyKind.Indexed;
source = "both_mirror.properties(2).length";
CHECK_EQ(2, CompileRun(source)->Int32Value());
// 3 is PropertyKind.Named | PropertyKind.Indexed;
source = "both_mirror.properties(3).length";
CHECK_EQ(5, CompileRun(source)->Int32Value());
// Get the interceptor properties for the object with only named interceptor.
CompileRun("named_values = named_mirror.properties()");
// Check that the properties are interceptor properties.
for (int i = 0; i < 3; i++) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"named_values[%d] instanceof debug.PropertyMirror", i);
CHECK(CompileRun(buffer.start())->BooleanValue());
// 4 is PropertyType.Interceptor
OS::SNPrintF(buffer, "named_values[%d].propertyType()", i);
CHECK_EQ(4, CompileRun(buffer.start())->Int32Value());
OS::SNPrintF(buffer, "named_values[%d].isNative()", i);
CHECK(CompileRun(buffer.start())->BooleanValue());
}
// Get the interceptor properties for the object with only indexed
// interceptor.
CompileRun("indexed_values = indexed_mirror.properties()");
// Check that the properties are interceptor properties.
for (int i = 0; i < 2; i++) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer,
"indexed_values[%d] instanceof debug.PropertyMirror", i);
CHECK(CompileRun(buffer.start())->BooleanValue());
}
// Get the interceptor properties for the object with both types of
// interceptors.
CompileRun("both_values = both_mirror.properties()");
// Check that the properties are interceptor properties.
for (int i = 0; i < 5; i++) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
OS::SNPrintF(buffer, "both_values[%d] instanceof debug.PropertyMirror", i);
CHECK(CompileRun(buffer.start())->BooleanValue());
}
// Check the property names.
source = "both_values[0].name() == 'a'";
CHECK(CompileRun(source)->BooleanValue());
source = "both_values[1].name() == 'b'";
CHECK(CompileRun(source)->BooleanValue());
source = "both_values[2].name() == 'c'";
CHECK(CompileRun(source)->BooleanValue());
source = "both_values[3].name() == 1";
CHECK(CompileRun(source)->BooleanValue());
source = "both_values[4].name() == 10";
CHECK(CompileRun(source)->BooleanValue());
}
TEST(HiddenPrototypePropertyMirror) {
// Create a V8 environment with debug access.
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Handle<v8::FunctionTemplate> t0 = v8::FunctionTemplate::New();
t0->InstanceTemplate()->Set(v8::String::New("x"), v8::Number::New(0));
v8::Handle<v8::FunctionTemplate> t1 = v8::FunctionTemplate::New();
t1->SetHiddenPrototype(true);
t1->InstanceTemplate()->Set(v8::String::New("y"), v8::Number::New(1));
v8::Handle<v8::FunctionTemplate> t2 = v8::FunctionTemplate::New();
t2->SetHiddenPrototype(true);
t2->InstanceTemplate()->Set(v8::String::New("z"), v8::Number::New(2));
v8::Handle<v8::FunctionTemplate> t3 = v8::FunctionTemplate::New();
t3->InstanceTemplate()->Set(v8::String::New("u"), v8::Number::New(3));
// Create object and set them on the global object.
v8::Handle<v8::Object> o0 = t0->GetFunction()->NewInstance();
env->Global()->Set(v8::String::New("o0"), o0);
v8::Handle<v8::Object> o1 = t1->GetFunction()->NewInstance();
env->Global()->Set(v8::String::New("o1"), o1);
v8::Handle<v8::Object> o2 = t2->GetFunction()->NewInstance();
env->Global()->Set(v8::String::New("o2"), o2);
v8::Handle<v8::Object> o3 = t3->GetFunction()->NewInstance();
env->Global()->Set(v8::String::New("o3"), o3);
// Get mirrors for the four objects.
CompileRun(
"o0_mirror = debug.MakeMirror(o0);"
"o1_mirror = debug.MakeMirror(o1);"
"o2_mirror = debug.MakeMirror(o2);"
"o3_mirror = debug.MakeMirror(o3)");
CHECK(CompileRun("o0_mirror instanceof debug.ObjectMirror")->BooleanValue());
CHECK(CompileRun("o1_mirror instanceof debug.ObjectMirror")->BooleanValue());
CHECK(CompileRun("o2_mirror instanceof debug.ObjectMirror")->BooleanValue());
CHECK(CompileRun("o3_mirror instanceof debug.ObjectMirror")->BooleanValue());
// Check that each object has one property.
CHECK_EQ(1, CompileRun(
"o0_mirror.propertyNames().length")->Int32Value());
CHECK_EQ(1, CompileRun(
"o1_mirror.propertyNames().length")->Int32Value());
CHECK_EQ(1, CompileRun(
"o2_mirror.propertyNames().length")->Int32Value());
CHECK_EQ(1, CompileRun(
"o3_mirror.propertyNames().length")->Int32Value());
// Set o1 as prototype for o0. o1 has the hidden prototype flag so all
// properties on o1 should be seen on o0.
o0->Set(v8::String::New("__proto__"), o1);
CHECK_EQ(2, CompileRun(
"o0_mirror.propertyNames().length")->Int32Value());
CHECK_EQ(0, CompileRun(
"o0_mirror.property('x').value().value()")->Int32Value());
CHECK_EQ(1, CompileRun(
"o0_mirror.property('y').value().value()")->Int32Value());
// Set o2 as prototype for o0 (it will end up after o1 as o1 has the hidden
// prototype flag. o2 also has the hidden prototype flag so all properties
// on o2 should be seen on o0 as well as properties on o1.
o0->Set(v8::String::New("__proto__"), o2);
CHECK_EQ(3, CompileRun(
"o0_mirror.propertyNames().length")->Int32Value());
CHECK_EQ(0, CompileRun(
"o0_mirror.property('x').value().value()")->Int32Value());
CHECK_EQ(1, CompileRun(
"o0_mirror.property('y').value().value()")->Int32Value());
CHECK_EQ(2, CompileRun(
"o0_mirror.property('z').value().value()")->Int32Value());
// Set o3 as prototype for o0 (it will end up after o1 and o2 as both o1 and
// o2 has the hidden prototype flag. o3 does not have the hidden prototype
// flag so properties on o3 should not be seen on o0 whereas the properties
// from o1 and o2 should still be seen on o0.
// Final prototype chain: o0 -> o1 -> o2 -> o3
// Hidden prototypes: ^^ ^^
o0->Set(v8::String::New("__proto__"), o3);
CHECK_EQ(3, CompileRun(
"o0_mirror.propertyNames().length")->Int32Value());
CHECK_EQ(1, CompileRun(
"o3_mirror.propertyNames().length")->Int32Value());
CHECK_EQ(0, CompileRun(
"o0_mirror.property('x').value().value()")->Int32Value());
CHECK_EQ(1, CompileRun(
"o0_mirror.property('y').value().value()")->Int32Value());
CHECK_EQ(2, CompileRun(
"o0_mirror.property('z').value().value()")->Int32Value());
CHECK(CompileRun("o0_mirror.property('u').isUndefined()")->BooleanValue());
// The prototype (__proto__) for o0 should be o3 as o1 and o2 are hidden.
CHECK(CompileRun("o0_mirror.protoObject() == o3_mirror")->BooleanValue());
}
static v8::Handle<v8::Value> ProtperyXNativeGetter(
v8::Local<v8::String> property, const v8::AccessorInfo& info) {
return v8::Integer::New(10);
}
TEST(NativeGetterPropertyMirror) {
// Create a V8 environment with debug access.
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Handle<v8::String> name = v8::String::New("x");
// Create object with named accessor.
v8::Handle<v8::ObjectTemplate> named = v8::ObjectTemplate::New();
named->SetAccessor(name, &ProtperyXNativeGetter, NULL,
v8::Handle<v8::Value>(), v8::DEFAULT, v8::None);
// Create object with named property getter.
env->Global()->Set(v8::String::New("instance"), named->NewInstance());
CHECK_EQ(10, CompileRun("instance.x")->Int32Value());
// Get mirror for the object with property getter.
CompileRun("instance_mirror = debug.MakeMirror(instance);");
CHECK(CompileRun(
"instance_mirror instanceof debug.ObjectMirror")->BooleanValue());
CompileRun("named_names = instance_mirror.propertyNames();");
CHECK_EQ(1, CompileRun("named_names.length")->Int32Value());
CHECK(CompileRun("named_names[0] == 'x'")->BooleanValue());
CHECK(CompileRun(
"instance_mirror.property('x').value().isNumber()")->BooleanValue());
CHECK(CompileRun(
"instance_mirror.property('x').value().value() == 10")->BooleanValue());
}
static v8::Handle<v8::Value> ProtperyXNativeGetterThrowingError(
v8::Local<v8::String> property, const v8::AccessorInfo& info) {
return CompileRun("throw new Error('Error message');");
}
TEST(NativeGetterThrowingErrorPropertyMirror) {
// Create a V8 environment with debug access.
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
v8::Handle<v8::String> name = v8::String::New("x");
// Create object with named accessor.
v8::Handle<v8::ObjectTemplate> named = v8::ObjectTemplate::New();
named->SetAccessor(name, &ProtperyXNativeGetterThrowingError, NULL,
v8::Handle<v8::Value>(), v8::DEFAULT, v8::None);
// Create object with named property getter.
env->Global()->Set(v8::String::New("instance"), named->NewInstance());
// Get mirror for the object with property getter.
CompileRun("instance_mirror = debug.MakeMirror(instance);");
CHECK(CompileRun(
"instance_mirror instanceof debug.ObjectMirror")->BooleanValue());
CompileRun("named_names = instance_mirror.propertyNames();");
CHECK_EQ(1, CompileRun("named_names.length")->Int32Value());
CHECK(CompileRun("named_names[0] == 'x'")->BooleanValue());
CHECK(CompileRun(
"instance_mirror.property('x').value().isError()")->BooleanValue());
// Check that the message is that passed to the Error constructor.
CHECK(CompileRun(
"instance_mirror.property('x').value().message() == 'Error message'")->
BooleanValue());
}
// Multithreaded tests of JSON debugger protocol
// Support classes
// Copies a C string to a 16-bit string. Does not check for buffer overflow.
// Does not use the V8 engine to convert strings, so it can be used
// in any thread. Returns the length of the string.
int AsciiToUtf16(const char* input_buffer, uint16_t* output_buffer) {
int i;
for (i = 0; input_buffer[i] != '\0'; ++i) {
// ASCII does not use chars > 127, but be careful anyway.
output_buffer[i] = static_cast<unsigned char>(input_buffer[i]);
}
output_buffer[i] = 0;
return i;
}
// Copies a 16-bit string to a C string by dropping the high byte of
// each character. Does not check for buffer overflow.
// Can be used in any thread. Requires string length as an input.
int Utf16ToAscii(const uint16_t* input_buffer, int length,
char* output_buffer) {
for (int i = 0; i < length; ++i) {
output_buffer[i] = static_cast<char>(input_buffer[i]);
}
output_buffer[length] = '\0';
return length;
}
// Provides synchronization between k threads, where k is an input to the
// constructor. The Wait() call blocks a thread until it is called for the
// k'th time, then all calls return. Each ThreadBarrier object can only
// be used once.
class ThreadBarrier {
public:
explicit ThreadBarrier(int num_threads);
~ThreadBarrier();
void Wait();
private:
int num_threads_;
int num_blocked_;
v8::internal::Mutex* lock_;
v8::internal::Semaphore* sem_;
bool invalid_;
};
ThreadBarrier::ThreadBarrier(int num_threads)
: num_threads_(num_threads), num_blocked_(0) {
lock_ = OS::CreateMutex();
sem_ = OS::CreateSemaphore(0);
invalid_ = false; // A barrier may only be used once. Then it is invalid.
}
// Do not call, due to race condition with Wait().
// Could be resolved with Pthread condition variables.
ThreadBarrier::~ThreadBarrier() {
lock_->Lock();
delete lock_;
delete sem_;
}
void ThreadBarrier::Wait() {
lock_->Lock();
CHECK(!invalid_);
if (num_blocked_ == num_threads_ - 1) {
// Signal and unblock all waiting threads.
for (int i = 0; i < num_threads_ - 1; ++i) {
sem_->Signal();
}
invalid_ = true;
printf("BARRIER\n\n");
fflush(stdout);
lock_->Unlock();
} else { // Wait for the semaphore.
++num_blocked_;
lock_->Unlock(); // Potential race condition with destructor because
sem_->Wait(); // these two lines are not atomic.
}
}
// A set containing enough barriers and semaphores for any of the tests.
class Barriers {
public:
Barriers();
void Initialize();
ThreadBarrier barrier_1;
ThreadBarrier barrier_2;
ThreadBarrier barrier_3;
ThreadBarrier barrier_4;
ThreadBarrier barrier_5;
v8::internal::Semaphore* semaphore_1;
v8::internal::Semaphore* semaphore_2;
};
Barriers::Barriers() : barrier_1(2), barrier_2(2),
barrier_3(2), barrier_4(2), barrier_5(2) {}
void Barriers::Initialize() {
semaphore_1 = OS::CreateSemaphore(0);
semaphore_2 = OS::CreateSemaphore(0);
}
// We match parts of the message to decide if it is a break message.
bool IsBreakEventMessage(char *message) {
const char* type_event = "\"type\":\"event\"";
const char* event_break = "\"event\":\"break\"";
// Does the message contain both type:event and event:break?
return strstr(message, type_event) != NULL &&
strstr(message, event_break) != NULL;
}
/* Test MessageQueues */
/* Tests the message queues that hold debugger commands and
* response messages to the debugger. Fills queues and makes
* them grow.
*/
Barriers message_queue_barriers;
// This is the debugger thread, that executes no v8 calls except
// placing JSON debugger commands in the queue.
class MessageQueueDebuggerThread : public v8::internal::Thread {
public:
void Run();
};
static void MessageHandler(const uint16_t* message, int length,
v8::Debug::ClientData* client_data) {
static char print_buffer[1000];
Utf16ToAscii(message, length, print_buffer);
if (IsBreakEventMessage(print_buffer)) {
// Lets test script wait until break occurs to send commands.
// Signals when a break is reported.
message_queue_barriers.semaphore_2->Signal();
}
// Allow message handler to block on a semaphore, to test queueing of
// messages while blocked.
message_queue_barriers.semaphore_1->Wait();
printf("%s\n", print_buffer);
fflush(stdout);
}
void MessageQueueDebuggerThread::Run() {
const int kBufferSize = 1000;
uint16_t buffer_1[kBufferSize];
uint16_t buffer_2[kBufferSize];
const char* command_1 =
"{\"seq\":117,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"1+2\"}}";
const char* command_2 =
"{\"seq\":118,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"1+a\"}}";
const char* command_3 =
"{\"seq\":119,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"c.d * b\"}}";
const char* command_continue =
"{\"seq\":106,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
const char* command_single_step =
"{\"seq\":107,"
"\"type\":\"request\","
"\"command\":\"continue\","
"\"arguments\":{\"stepaction\":\"next\"}}";
/* Interleaved sequence of actions by the two threads:*/
// Main thread compiles and runs source_1
message_queue_barriers.semaphore_1->Signal();
message_queue_barriers.barrier_1.Wait();
// Post 6 commands, filling the command queue and making it expand.
// These calls return immediately, but the commands stay on the queue
// until the execution of source_2.
// Note: AsciiToUtf16 executes before SendCommand, so command is copied
// to buffer before buffer is sent to SendCommand.
v8::Debug::SendCommand(buffer_1, AsciiToUtf16(command_1, buffer_1));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_2, buffer_2));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_3, buffer_2));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_3, buffer_2));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_3, buffer_2));
message_queue_barriers.barrier_2.Wait();
// Main thread compiles and runs source_2.
// Queued commands are executed at the start of compilation of source_2(
// beforeCompile event).
// Free the message handler to process all the messages from the queue. 7
// messages are expected: 2 afterCompile events and 5 responses.
// All the commands added so far will fail to execute as long as call stack
// is empty on beforeCompile event.
for (int i = 0; i < 6 ; ++i) {
message_queue_barriers.semaphore_1->Signal();
}
message_queue_barriers.barrier_3.Wait();
// Main thread compiles and runs source_3.
// Don't stop in the afterCompile handler.
message_queue_barriers.semaphore_1->Signal();
// source_3 includes a debugger statement, which causes a break event.
// Wait on break event from hitting "debugger" statement
message_queue_barriers.semaphore_2->Wait();
// These should execute after the "debugger" statement in source_2
v8::Debug::SendCommand(buffer_1, AsciiToUtf16(command_1, buffer_1));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_2, buffer_2));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_3, buffer_2));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_single_step, buffer_2));
// Run after 2 break events, 4 responses.
for (int i = 0; i < 6 ; ++i) {
message_queue_barriers.semaphore_1->Signal();
}
// Wait on break event after a single step executes.
message_queue_barriers.semaphore_2->Wait();
v8::Debug::SendCommand(buffer_1, AsciiToUtf16(command_2, buffer_1));
v8::Debug::SendCommand(buffer_2, AsciiToUtf16(command_continue, buffer_2));
// Run after 2 responses.
for (int i = 0; i < 2 ; ++i) {
message_queue_barriers.semaphore_1->Signal();
}
// Main thread continues running source_3 to end, waits for this thread.
}
MessageQueueDebuggerThread message_queue_debugger_thread;
// This thread runs the v8 engine.
TEST(MessageQueues) {
// Create a V8 environment
v8::HandleScope scope;
DebugLocalContext env;
message_queue_barriers.Initialize();
v8::Debug::SetMessageHandler(MessageHandler);
message_queue_debugger_thread.Start();
const char* source_1 = "a = 3; b = 4; c = new Object(); c.d = 5;";
const char* source_2 = "e = 17;";
const char* source_3 = "a = 4; debugger; a = 5; a = 6; a = 7;";
// See MessageQueueDebuggerThread::Run for interleaved sequence of
// API calls and events in the two threads.
CompileRun(source_1);
message_queue_barriers.barrier_1.Wait();
message_queue_barriers.barrier_2.Wait();
CompileRun(source_2);
message_queue_barriers.barrier_3.Wait();
CompileRun(source_3);
message_queue_debugger_thread.Join();
fflush(stdout);
}
class TestClientData : public v8::Debug::ClientData {
public:
TestClientData() {
constructor_call_counter++;
}
virtual ~TestClientData() {
destructor_call_counter++;
}
static void ResetCounters() {
constructor_call_counter = 0;
destructor_call_counter = 0;
}
static int constructor_call_counter;
static int destructor_call_counter;
};
int TestClientData::constructor_call_counter = 0;
int TestClientData::destructor_call_counter = 0;
// Tests that MessageQueue doesn't destroy client data when expands and
// does destroy when it dies.
TEST(MessageQueueExpandAndDestroy) {
TestClientData::ResetCounters();
{ // Create a scope for the queue.
CommandMessageQueue queue(1);
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
CHECK_EQ(0, TestClientData::destructor_call_counter);
queue.Get().Dispose();
CHECK_EQ(1, TestClientData::destructor_call_counter);
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
queue.Put(CommandMessage::New(Vector<uint16_t>::empty(),
new TestClientData()));
CHECK_EQ(1, TestClientData::destructor_call_counter);
queue.Get().Dispose();
CHECK_EQ(2, TestClientData::destructor_call_counter);
}
// All the client data should be destroyed when the queue is destroyed.
CHECK_EQ(TestClientData::destructor_call_counter,
TestClientData::destructor_call_counter);
}
static int handled_client_data_instances_count = 0;
static void MessageHandlerCountingClientData(
const v8::Debug::Message& message) {
if (message.GetClientData() != NULL) {
handled_client_data_instances_count++;
}
}
// Tests that all client data passed to the debugger are sent to the handler.
TEST(SendClientDataToHandler) {
// Create a V8 environment
v8::HandleScope scope;
DebugLocalContext env;
TestClientData::ResetCounters();
handled_client_data_instances_count = 0;
v8::Debug::SetMessageHandler2(MessageHandlerCountingClientData);
const char* source_1 = "a = 3; b = 4; c = new Object(); c.d = 5;";
const int kBufferSize = 1000;
uint16_t buffer[kBufferSize];
const char* command_1 =
"{\"seq\":117,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"1+2\"}}";
const char* command_2 =
"{\"seq\":118,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"1+a\"}}";
const char* command_continue =
"{\"seq\":106,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_1, buffer),
new TestClientData());
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_2, buffer), NULL);
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_2, buffer),
new TestClientData());
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_2, buffer),
new TestClientData());
// All the messages will be processed on beforeCompile event.
CompileRun(source_1);
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_continue, buffer));
CHECK_EQ(3, TestClientData::constructor_call_counter);
CHECK_EQ(TestClientData::constructor_call_counter,
handled_client_data_instances_count);
CHECK_EQ(TestClientData::constructor_call_counter,
TestClientData::destructor_call_counter);
}
/* Test ThreadedDebugging */
/* This test interrupts a running infinite loop that is
* occupying the v8 thread by a break command from the
* debugger thread. It then changes the value of a
* global object, to make the loop terminate.
*/
Barriers threaded_debugging_barriers;
class V8Thread : public v8::internal::Thread {
public:
void Run();
};
class DebuggerThread : public v8::internal::Thread {
public:
void Run();
};
static v8::Handle<v8::Value> ThreadedAtBarrier1(const v8::Arguments& args) {
threaded_debugging_barriers.barrier_1.Wait();
return v8::Undefined();
}
static void ThreadedMessageHandler(const v8::Debug::Message& message) {
static char print_buffer[1000];
v8::String::Value json(message.GetJSON());
Utf16ToAscii(*json, json.length(), print_buffer);
if (IsBreakEventMessage(print_buffer)) {
threaded_debugging_barriers.barrier_2.Wait();
}
printf("%s\n", print_buffer);
fflush(stdout);
}
void V8Thread::Run() {
const char* source =
"flag = true;\n"
"function bar( new_value ) {\n"
" flag = new_value;\n"
" return \"Return from bar(\" + new_value + \")\";\n"
"}\n"
"\n"
"function foo() {\n"
" var x = 1;\n"
" while ( flag == true ) {\n"
" if ( x == 1 ) {\n"
" ThreadedAtBarrier1();\n"
" }\n"
" x = x + 1;\n"
" }\n"
"}\n"
"\n"
"foo();\n";
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetMessageHandler2(&ThreadedMessageHandler);
v8::Handle<v8::ObjectTemplate> global_template = v8::ObjectTemplate::New();
global_template->Set(v8::String::New("ThreadedAtBarrier1"),
v8::FunctionTemplate::New(ThreadedAtBarrier1));
v8::Handle<v8::Context> context = v8::Context::New(NULL, global_template);
v8::Context::Scope context_scope(context);
CompileRun(source);
}
void DebuggerThread::Run() {
const int kBufSize = 1000;
uint16_t buffer[kBufSize];
const char* command_1 = "{\"seq\":102,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"bar(false)\"}}";
const char* command_2 = "{\"seq\":103,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
threaded_debugging_barriers.barrier_1.Wait();
v8::Debug::DebugBreak();
threaded_debugging_barriers.barrier_2.Wait();
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_1, buffer));
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_2, buffer));
}
DebuggerThread debugger_thread;
V8Thread v8_thread;
TEST(ThreadedDebugging) {
// Create a V8 environment
threaded_debugging_barriers.Initialize();
v8_thread.Start();
debugger_thread.Start();
v8_thread.Join();
debugger_thread.Join();
}
/* Test RecursiveBreakpoints */
/* In this test, the debugger evaluates a function with a breakpoint, after
* hitting a breakpoint in another function. We do this with both values
* of the flag enabling recursive breakpoints, and verify that the second
* breakpoint is hit when enabled, and missed when disabled.
*/
class BreakpointsV8Thread : public v8::internal::Thread {
public:
void Run();
};
class BreakpointsDebuggerThread : public v8::internal::Thread {
public:
void Run();
};
Barriers* breakpoints_barriers;
static void BreakpointsMessageHandler(const v8::Debug::Message& message) {
static char print_buffer[1000];
v8::String::Value json(message.GetJSON());
Utf16ToAscii(*json, json.length(), print_buffer);
printf("%s\n", print_buffer);
fflush(stdout);
// Is break_template a prefix of the message?
if (IsBreakEventMessage(print_buffer)) {
breakpoints_barriers->semaphore_1->Signal();
}
}
void BreakpointsV8Thread::Run() {
const char* source_1 = "var y_global = 3;\n"
"function cat( new_value ) {\n"
" var x = new_value;\n"
" y_global = 4;\n"
" x = 3 * x + 1;\n"
" y_global = 5;\n"
" return x;\n"
"}\n"
"\n"
"function dog() {\n"
" var x = 1;\n"
" x = y_global;"
" var z = 3;"
" x += 100;\n"
" return x;\n"
"}\n"
"\n";
const char* source_2 = "cat(17);\n"
"cat(19);\n";
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetMessageHandler2(&BreakpointsMessageHandler);
CompileRun(source_1);
breakpoints_barriers->barrier_1.Wait();
breakpoints_barriers->barrier_2.Wait();
CompileRun(source_2);
}
void BreakpointsDebuggerThread::Run() {
const int kBufSize = 1000;
uint16_t buffer[kBufSize];
const char* command_1 = "{\"seq\":101,"
"\"type\":\"request\","
"\"command\":\"setbreakpoint\","
"\"arguments\":{\"type\":\"function\",\"target\":\"cat\",\"line\":3}}";
const char* command_2 = "{\"seq\":102,"
"\"type\":\"request\","
"\"command\":\"setbreakpoint\","
"\"arguments\":{\"type\":\"function\",\"target\":\"dog\",\"line\":3}}";
const char* command_3 = "{\"seq\":104,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"dog()\",\"disable_break\":false}}";
const char* command_4 = "{\"seq\":105,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"x\",\"disable_break\":true}}";
const char* command_5 = "{\"seq\":106,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
const char* command_6 = "{\"seq\":107,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
const char* command_7 = "{\"seq\":108,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"dog()\",\"disable_break\":true}}";
const char* command_8 = "{\"seq\":109,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
// v8 thread initializes, runs source_1
breakpoints_barriers->barrier_1.Wait();
// 1:Set breakpoint in cat().
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_1, buffer));
// 2:Set breakpoint in dog()
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_2, buffer));
breakpoints_barriers->barrier_2.Wait();
// v8 thread starts compiling source_2.
// Automatic break happens, to run queued commands
// breakpoints_barriers->semaphore_1->Wait();
// Commands 1 through 3 run, thread continues.
// v8 thread runs source_2 to breakpoint in cat().
// message callback receives break event.
breakpoints_barriers->semaphore_1->Wait();
// 4:Evaluate dog() (which has a breakpoint).
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_3, buffer));
// v8 thread hits breakpoint in dog()
breakpoints_barriers->semaphore_1->Wait(); // wait for break event
// 5:Evaluate x
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_4, buffer));
// 6:Continue evaluation of dog()
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_5, buffer));
// dog() finishes.
// 7:Continue evaluation of source_2, finish cat(17), hit breakpoint
// in cat(19).
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_6, buffer));
// message callback gets break event
breakpoints_barriers->semaphore_1->Wait(); // wait for break event
// 8: Evaluate dog() with breaks disabled
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_7, buffer));
// 9: Continue evaluation of source2, reach end.
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_8, buffer));
}
BreakpointsDebuggerThread breakpoints_debugger_thread;
BreakpointsV8Thread breakpoints_v8_thread;
TEST(RecursiveBreakpoints) {
i::FLAG_debugger_auto_break = true;
// Create a V8 environment
Barriers stack_allocated_breakpoints_barriers;
stack_allocated_breakpoints_barriers.Initialize();
breakpoints_barriers = &stack_allocated_breakpoints_barriers;
breakpoints_v8_thread.Start();
breakpoints_debugger_thread.Start();
breakpoints_v8_thread.Join();
breakpoints_debugger_thread.Join();
}
static void DummyDebugEventListener(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
}
TEST(SetDebugEventListenerOnUninitializedVM) {
v8::Debug::SetDebugEventListener(DummyDebugEventListener);
}
static void DummyMessageHandler(const v8::Debug::Message& message) {
}
TEST(SetMessageHandlerOnUninitializedVM) {
v8::Debug::SetMessageHandler2(DummyMessageHandler);
}
TEST(DebugBreakOnUninitializedVM) {
v8::Debug::DebugBreak();
}
TEST(SendCommandToUninitializedVM) {
const char* dummy_command = "{}";
uint16_t dummy_buffer[80];
int dummy_length = AsciiToUtf16(dummy_command, dummy_buffer);
v8::Debug::SendCommand(dummy_buffer, dummy_length);
}
// Source for a JavaScript function which returns the data parameter of a
// function called in the context of the debugger. If no data parameter is
// passed it throws an exception.
static const char* debugger_call_with_data_source =
"function debugger_call_with_data(exec_state, data) {"
" if (data) return data;"
" throw 'No data!'"
"}";
v8::Handle<v8::Function> debugger_call_with_data;
// Source for a JavaScript function which returns the data parameter of a
// function called in the context of the debugger. If no data parameter is
// passed it throws an exception.
static const char* debugger_call_with_closure_source =
"var x = 3;"
"function (exec_state) {"
" if (exec_state.y) return x - 1;"
" exec_state.y = x;"
" return exec_state.y"
"}";
v8::Handle<v8::Function> debugger_call_with_closure;
// Function to retrieve the number of JavaScript frames by calling a JavaScript
// in the debugger.
static v8::Handle<v8::Value> CheckFrameCount(const v8::Arguments& args) {
CHECK(v8::Debug::Call(frame_count)->IsNumber());
CHECK_EQ(args[0]->Int32Value(),
v8::Debug::Call(frame_count)->Int32Value());
return v8::Undefined();
}
// Function to retrieve the source line of the top JavaScript frame by calling a
// JavaScript function in the debugger.
static v8::Handle<v8::Value> CheckSourceLine(const v8::Arguments& args) {
CHECK(v8::Debug::Call(frame_source_line)->IsNumber());
CHECK_EQ(args[0]->Int32Value(),
v8::Debug::Call(frame_source_line)->Int32Value());
return v8::Undefined();
}
// Function to test passing an additional parameter to a JavaScript function
// called in the debugger. It also tests that functions called in the debugger
// can throw exceptions.
static v8::Handle<v8::Value> CheckDataParameter(const v8::Arguments& args) {
v8::Handle<v8::String> data = v8::String::New("Test");
CHECK(v8::Debug::Call(debugger_call_with_data, data)->IsString());
CHECK(v8::Debug::Call(debugger_call_with_data).IsEmpty());
CHECK(v8::Debug::Call(debugger_call_with_data).IsEmpty());
v8::TryCatch catcher;
v8::Debug::Call(debugger_call_with_data);
CHECK(catcher.HasCaught());
CHECK(catcher.Exception()->IsString());
return v8::Undefined();
}
// Function to test using a JavaScript with closure in the debugger.
static v8::Handle<v8::Value> CheckClosure(const v8::Arguments& args) {
CHECK(v8::Debug::Call(debugger_call_with_closure)->IsNumber());
CHECK_EQ(3, v8::Debug::Call(debugger_call_with_closure)->Int32Value());
return v8::Undefined();
}
// Test functions called through the debugger.
TEST(CallFunctionInDebugger) {
// Create and enter a context with the functions CheckFrameCount,
// CheckSourceLine and CheckDataParameter installed.
v8::HandleScope scope;
v8::Handle<v8::ObjectTemplate> global_template = v8::ObjectTemplate::New();
global_template->Set(v8::String::New("CheckFrameCount"),
v8::FunctionTemplate::New(CheckFrameCount));
global_template->Set(v8::String::New("CheckSourceLine"),
v8::FunctionTemplate::New(CheckSourceLine));
global_template->Set(v8::String::New("CheckDataParameter"),
v8::FunctionTemplate::New(CheckDataParameter));
global_template->Set(v8::String::New("CheckClosure"),
v8::FunctionTemplate::New(CheckClosure));
v8::Handle<v8::Context> context = v8::Context::New(NULL, global_template);
v8::Context::Scope context_scope(context);
// Compile a function for checking the number of JavaScript frames.
v8::Script::Compile(v8::String::New(frame_count_source))->Run();
frame_count = v8::Local<v8::Function>::Cast(
context->Global()->Get(v8::String::New("frame_count")));
// Compile a function for returning the source line for the top frame.
v8::Script::Compile(v8::String::New(frame_source_line_source))->Run();
frame_source_line = v8::Local<v8::Function>::Cast(
context->Global()->Get(v8::String::New("frame_source_line")));
// Compile a function returning the data parameter.
v8::Script::Compile(v8::String::New(debugger_call_with_data_source))->Run();
debugger_call_with_data = v8::Local<v8::Function>::Cast(
context->Global()->Get(v8::String::New("debugger_call_with_data")));
// Compile a function capturing closure.
debugger_call_with_closure = v8::Local<v8::Function>::Cast(
v8::Script::Compile(
v8::String::New(debugger_call_with_closure_source))->Run());
// Calling a function through the debugger returns undefined if there are no
// JavaScript frames.
CHECK(v8::Debug::Call(frame_count)->IsUndefined());
CHECK(v8::Debug::Call(frame_source_line)->IsUndefined());
CHECK(v8::Debug::Call(debugger_call_with_data)->IsUndefined());
// Test that the number of frames can be retrieved.
v8::Script::Compile(v8::String::New("CheckFrameCount(1)"))->Run();
v8::Script::Compile(v8::String::New("function f() {"
" CheckFrameCount(2);"
"}; f()"))->Run();
// Test that the source line can be retrieved.
v8::Script::Compile(v8::String::New("CheckSourceLine(0)"))->Run();
v8::Script::Compile(v8::String::New("function f() {\n"
" CheckSourceLine(1)\n"
" CheckSourceLine(2)\n"
" CheckSourceLine(3)\n"
"}; f()"))->Run();
// Test that a parameter can be passed to a function called in the debugger.
v8::Script::Compile(v8::String::New("CheckDataParameter()"))->Run();
// Test that a function with closure can be run in the debugger.
v8::Script::Compile(v8::String::New("CheckClosure()"))->Run();
// Test that the source line is correct when there is a line offset.
v8::ScriptOrigin origin(v8::String::New("test"),
v8::Integer::New(7));
v8::Script::Compile(v8::String::New("CheckSourceLine(7)"), &origin)->Run();
v8::Script::Compile(v8::String::New("function f() {\n"
" CheckSourceLine(8)\n"
" CheckSourceLine(9)\n"
" CheckSourceLine(10)\n"
"}; f()"), &origin)->Run();
}
// Debugger message handler which counts the number of breaks.
static void SendContinueCommand();
static void MessageHandlerBreakPointHitCount(
const v8::Debug::Message& message) {
if (message.IsEvent() && message.GetEvent() == v8::Break) {
// Count the number of breaks.
break_point_hit_count++;
SendContinueCommand();
}
}
// Test that clearing the debug event listener actually clears all break points
// and related information.
TEST(DebuggerUnload) {
DebugLocalContext env;
// Check debugger is unloaded before it is used.
CheckDebuggerUnloaded();
// Set a debug event listener.
break_point_hit_count = 0;
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
{
v8::HandleScope scope;
// Create a couple of functions for the test.
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){x=1}", "foo");
v8::Local<v8::Function> bar =
CompileFunction(&env, "function bar(){y=2}", "bar");
// Set some break points.
SetBreakPoint(foo, 0);
SetBreakPoint(foo, 4);
SetBreakPoint(bar, 0);
SetBreakPoint(bar, 4);
// Make sure that the break points are there.
break_point_hit_count = 0;
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
bar->Call(env->Global(), 0, NULL);
CHECK_EQ(4, break_point_hit_count);
}
// Remove the debug event listener without clearing breakpoints. Do this
// outside a handle scope.
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded(true);
// Now set a debug message handler.
break_point_hit_count = 0;
v8::Debug::SetMessageHandler2(MessageHandlerBreakPointHitCount);
{
v8::HandleScope scope;
// Get the test functions again.
v8::Local<v8::Function> foo =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("foo")));
v8::Local<v8::Function> bar =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("foo")));
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(0, break_point_hit_count);
// Set break points and run again.
SetBreakPoint(foo, 0);
SetBreakPoint(foo, 4);
foo->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
}
// Remove the debug message handler without clearing breakpoints. Do this
// outside a handle scope.
v8::Debug::SetMessageHandler2(NULL);
CheckDebuggerUnloaded(true);
}
// Sends continue command to the debugger.
static void SendContinueCommand() {
const int kBufferSize = 1000;
uint16_t buffer[kBufferSize];
const char* command_continue =
"{\"seq\":0,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_continue, buffer));
}
// Debugger message handler which counts the number of times it is called.
static int message_handler_hit_count = 0;
static void MessageHandlerHitCount(const v8::Debug::Message& message) {
message_handler_hit_count++;
SendContinueCommand();
}
// Test clearing the debug message handler.
TEST(DebuggerClearMessageHandler) {
v8::HandleScope scope;
DebugLocalContext env;
// Check debugger is unloaded before it is used.
CheckDebuggerUnloaded();
// Set a debug message handler.
v8::Debug::SetMessageHandler2(MessageHandlerHitCount);
// Run code to throw a unhandled exception. This should end up in the message
// handler.
CompileRun("throw 1");
// The message handler should be called.
CHECK_GT(message_handler_hit_count, 0);
// Clear debug message handler.
message_handler_hit_count = 0;
v8::Debug::SetMessageHandler(NULL);
// Run code to throw a unhandled exception. This should end up in the message
// handler.
CompileRun("throw 1");
// The message handler should not be called more.
CHECK_EQ(0, message_handler_hit_count);
CheckDebuggerUnloaded(true);
}
// Debugger message handler which clears the message handler while active.
static void MessageHandlerClearingMessageHandler(
const v8::Debug::Message& message) {
message_handler_hit_count++;
// Clear debug message handler.
v8::Debug::SetMessageHandler(NULL);
}
// Test clearing the debug message handler while processing a debug event.
TEST(DebuggerClearMessageHandlerWhileActive) {
v8::HandleScope scope;
DebugLocalContext env;
// Check debugger is unloaded before it is used.
CheckDebuggerUnloaded();
// Set a debug message handler.
v8::Debug::SetMessageHandler2(MessageHandlerClearingMessageHandler);
// Run code to throw a unhandled exception. This should end up in the message
// handler.
CompileRun("throw 1");
// The message handler should be called.
CHECK_EQ(1, message_handler_hit_count);
CheckDebuggerUnloaded(true);
}
/* Test DebuggerHostDispatch */
/* In this test, the debugger waits for a command on a breakpoint
* and is dispatching host commands while in the infinite loop.
*/
class HostDispatchV8Thread : public v8::internal::Thread {
public:
void Run();
};
class HostDispatchDebuggerThread : public v8::internal::Thread {
public:
void Run();
};
Barriers* host_dispatch_barriers;
static void HostDispatchMessageHandler(const v8::Debug::Message& message) {
static char print_buffer[1000];
v8::String::Value json(message.GetJSON());
Utf16ToAscii(*json, json.length(), print_buffer);
printf("%s\n", print_buffer);
fflush(stdout);
}
static void HostDispatchDispatchHandler() {
host_dispatch_barriers->semaphore_1->Signal();
}
void HostDispatchV8Thread::Run() {
const char* source_1 = "var y_global = 3;\n"
"function cat( new_value ) {\n"
" var x = new_value;\n"
" y_global = 4;\n"
" x = 3 * x + 1;\n"
" y_global = 5;\n"
" return x;\n"
"}\n"
"\n";
const char* source_2 = "cat(17);\n";
v8::HandleScope scope;
DebugLocalContext env;
// Setup message and host dispatch handlers.
v8::Debug::SetMessageHandler2(HostDispatchMessageHandler);
v8::Debug::SetHostDispatchHandler(HostDispatchDispatchHandler, 10 /* ms */);
CompileRun(source_1);
host_dispatch_barriers->barrier_1.Wait();
host_dispatch_barriers->barrier_2.Wait();
CompileRun(source_2);
}
void HostDispatchDebuggerThread::Run() {
const int kBufSize = 1000;
uint16_t buffer[kBufSize];
const char* command_1 = "{\"seq\":101,"
"\"type\":\"request\","
"\"command\":\"setbreakpoint\","
"\"arguments\":{\"type\":\"function\",\"target\":\"cat\",\"line\":3}}";
const char* command_2 = "{\"seq\":102,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
// v8 thread initializes, runs source_1
host_dispatch_barriers->barrier_1.Wait();
// 1: Set breakpoint in cat().
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_1, buffer));
host_dispatch_barriers->barrier_2.Wait();
// v8 thread starts compiling source_2.
// Break happens, to run queued commands and host dispatches.
// Wait for host dispatch to be processed.
host_dispatch_barriers->semaphore_1->Wait();
// 2: Continue evaluation
v8::Debug::SendCommand(buffer, AsciiToUtf16(command_2, buffer));
}
HostDispatchDebuggerThread host_dispatch_debugger_thread;
HostDispatchV8Thread host_dispatch_v8_thread;
TEST(DebuggerHostDispatch) {
i::FLAG_debugger_auto_break = true;
// Create a V8 environment
Barriers stack_allocated_host_dispatch_barriers;
stack_allocated_host_dispatch_barriers.Initialize();
host_dispatch_barriers = &stack_allocated_host_dispatch_barriers;
host_dispatch_v8_thread.Start();
host_dispatch_debugger_thread.Start();
host_dispatch_v8_thread.Join();
host_dispatch_debugger_thread.Join();
}
TEST(DebuggerAgent) {
// Make sure this port is not used by other tests to allow tests to run in
// parallel.
const int kPort = 5858;
// Make a string with the port number.
const int kPortBufferLen = 6;
char port_str[kPortBufferLen];
OS::SNPrintF(i::Vector<char>(port_str, kPortBufferLen), "%d", kPort);
bool ok;
// Initialize the socket library.
i::Socket::Setup();
// Test starting and stopping the agent without any client connection.
i::Debugger::StartAgent("test", kPort);
i::Debugger::StopAgent();
// Test starting the agent, connecting a client and shutting down the agent
// with the client connected.
ok = i::Debugger::StartAgent("test", kPort);
CHECK(ok);
i::Socket* client = i::OS::CreateSocket();
ok = client->Connect("localhost", port_str);
CHECK(ok);
i::Debugger::StopAgent();
delete client;
// Test starting and stopping the agent with the required port already
// occoupied.
i::Socket* server = i::OS::CreateSocket();
server->Bind(kPort);
i::Debugger::StartAgent("test", kPort);
i::Debugger::StopAgent();
delete server;
}
class DebuggerAgentProtocolServerThread : public i::Thread {
public:
explicit DebuggerAgentProtocolServerThread(int port)
: port_(port), server_(NULL), client_(NULL),
listening_(OS::CreateSemaphore(0)) {
}
~DebuggerAgentProtocolServerThread() {
// Close both sockets.
delete client_;
delete server_;
delete listening_;
}
void Run();
void WaitForListening() { listening_->Wait(); }
char* body() { return *body_; }
private:
int port_;
i::SmartPointer<char> body_;
i::Socket* server_; // Server socket used for bind/accept.
i::Socket* client_; // Single client connection used by the test.
i::Semaphore* listening_; // Signalled when the server is in listen mode.
};
void DebuggerAgentProtocolServerThread::Run() {
bool ok;
// Create the server socket and bind it to the requested port.
server_ = i::OS::CreateSocket();
CHECK(server_ != NULL);
ok = server_->Bind(port_);
CHECK(ok);
// Listen for new connections.
ok = server_->Listen(1);
CHECK(ok);
listening_->Signal();
// Accept a connection.
client_ = server_->Accept();
CHECK(client_ != NULL);
// Receive a debugger agent protocol message.
i::DebuggerAgentUtil::ReceiveMessage(client_);
}
TEST(DebuggerAgentProtocolOverflowHeader) {
// Make sure this port is not used by other tests to allow tests to run in
// parallel.
const int kPort = 5860;
static const char* kLocalhost = "localhost";
// Make a string with the port number.
const int kPortBufferLen = 6;
char port_str[kPortBufferLen];
OS::SNPrintF(i::Vector<char>(port_str, kPortBufferLen), "%d", kPort);
// Initialize the socket library.
i::Socket::Setup();
// Create a socket server to receive a debugger agent message.
DebuggerAgentProtocolServerThread* server =
new DebuggerAgentProtocolServerThread(kPort);
server->Start();
server->WaitForListening();
// Connect.
i::Socket* client = i::OS::CreateSocket();
CHECK(client != NULL);
bool ok = client->Connect(kLocalhost, port_str);
CHECK(ok);
// Send headers which overflow the receive buffer.
static const int kBufferSize = 1000;
char buffer[kBufferSize];
// Long key and short value: XXXX....XXXX:0\r\n.
for (int i = 0; i < kBufferSize - 4; i++) {
buffer[i] = 'X';
}
buffer[kBufferSize - 4] = ':';
buffer[kBufferSize - 3] = '0';
buffer[kBufferSize - 2] = '\r';
buffer[kBufferSize - 1] = '\n';
client->Send(buffer, kBufferSize);
// Short key and long value: X:XXXX....XXXX\r\n.
buffer[0] = 'X';
buffer[1] = ':';
for (int i = 2; i < kBufferSize - 2; i++) {
buffer[i] = 'X';
}
buffer[kBufferSize - 2] = '\r';
buffer[kBufferSize - 1] = '\n';
client->Send(buffer, kBufferSize);
// Add empty body to request.
const char* content_length_zero_header = "Content-Length:0\r\n";
client->Send(content_length_zero_header, strlen(content_length_zero_header));
client->Send("\r\n", 2);
// Wait until data is received.
server->Join();
// Check for empty body.
CHECK(server->body() == NULL);
// Close the client before the server to avoid TIME_WAIT issues.
client->Shutdown();
delete client;
delete server;
}
// Test for issue http://code.google.com/p/v8/issues/detail?id=289.
// Make sure that DebugGetLoadedScripts doesn't return scripts
// with disposed external source.
class EmptyExternalStringResource : public v8::String::ExternalStringResource {
public:
EmptyExternalStringResource() { empty_[0] = 0; }
virtual ~EmptyExternalStringResource() {}
virtual size_t length() const { return empty_.length(); }
virtual const uint16_t* data() const { return empty_.start(); }
private:
::v8::internal::EmbeddedVector<uint16_t, 1> empty_;
};
TEST(DebugGetLoadedScripts) {
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
EmptyExternalStringResource source_ext_str;
v8::Local<v8::String> source = v8::String::NewExternal(&source_ext_str);
v8::Handle<v8::Script> evil_script = v8::Script::Compile(source);
Handle<i::ExternalTwoByteString> i_source(
i::ExternalTwoByteString::cast(*v8::Utils::OpenHandle(*source)));
// This situation can happen if source was an external string disposed
// by its owner.
i_source->set_resource(0);
bool allow_natives_syntax = i::FLAG_allow_natives_syntax;
i::FLAG_allow_natives_syntax = true;
CompileRun(
"var scripts = %DebugGetLoadedScripts();"
"var count = scripts.length;"
"for (var i = 0; i < count; ++i) {"
" scripts[i].line_ends;"
"}");
// Must not crash while accessing line_ends.
i::FLAG_allow_natives_syntax = allow_natives_syntax;
// Some scripts are retrieved - at least the number of native scripts.
CHECK_GT((*env)->Global()->Get(v8::String::New("count"))->Int32Value(), 8);
}
// Test script break points set on lines.
TEST(ScriptNameAndData) {
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
// Create functions for retrieving script name and data for the function on
// the top frame when hitting a break point.
frame_script_name = CompileFunction(&env,
frame_script_name_source,
"frame_script_name");
frame_script_data = CompileFunction(&env,
frame_script_data_source,
"frame_script_data");
v8::Debug::SetDebugEventListener(DebugEventBreakPointHitCount,
v8::Undefined());
// Test function source.
v8::Local<v8::String> script = v8::String::New(
"function f() {\n"
" debugger;\n"
"}\n");
v8::ScriptOrigin origin1 = v8::ScriptOrigin(v8::String::New("name"));
v8::Handle<v8::Script> script1 = v8::Script::Compile(script, &origin1);
script1->SetData(v8::String::New("data"));
script1->Run();
v8::Local<v8::Function> f;
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
f->Call(env->Global(), 0, NULL);
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ("name", last_script_name_hit);
CHECK_EQ("data", last_script_data_hit);
// Compile the same script again without setting data. As the compilation
// cache is disabled when debugging expect the data to be missing.
v8::Script::Compile(script, &origin1)->Run();
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ("name", last_script_name_hit);
CHECK_EQ("", last_script_data_hit); // Undefined results in empty string.
v8::Local<v8::String> data_obj_source = v8::String::New(
"({ a: 'abc',\n"
" b: 123,\n"
" toString: function() { return this.a + ' ' + this.b; }\n"
"})\n");
v8::Local<v8::Value> data_obj = v8::Script::Compile(data_obj_source)->Run();
v8::ScriptOrigin origin2 = v8::ScriptOrigin(v8::String::New("new name"));
v8::Handle<v8::Script> script2 = v8::Script::Compile(script, &origin2);
script2->Run();
script2->SetData(data_obj);
f = v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
f->Call(env->Global(), 0, NULL);
CHECK_EQ(3, break_point_hit_count);
CHECK_EQ("new name", last_script_name_hit);
CHECK_EQ("abc 123", last_script_data_hit);
}
static v8::Persistent<v8::Context> expected_context;
static v8::Handle<v8::Value> expected_context_data;
// Check that the expected context is the one generating the debug event.
static void ContextCheckMessageHandler(const v8::Debug::Message& message) {
CHECK(message.GetEventContext() == expected_context);
CHECK(message.GetEventContext()->GetData()->StrictEquals(
expected_context_data));
message_handler_hit_count++;
// Send a continue command for break events.
if (message.GetEvent() == v8::Break) {
SendContinueCommand();
}
}
// Test which creates two contexts and sets different embedder data on each.
// Checks that this data is set correctly and that when the debug message
// handler is called the expected context is the one active.
TEST(ContextData) {
v8::HandleScope scope;
v8::Debug::SetMessageHandler2(ContextCheckMessageHandler);
// Create two contexts.
v8::Persistent<v8::Context> context_1;
v8::Persistent<v8::Context> context_2;
v8::Handle<v8::ObjectTemplate> global_template =
v8::Handle<v8::ObjectTemplate>();
v8::Handle<v8::Value> global_object = v8::Handle<v8::Value>();
context_1 = v8::Context::New(NULL, global_template, global_object);
context_2 = v8::Context::New(NULL, global_template, global_object);
// Default data value is undefined.
CHECK(context_1->GetData()->IsUndefined());
CHECK(context_2->GetData()->IsUndefined());
// Set and check different data values.
v8::Handle<v8::Value> data_1 = v8::Number::New(1);
v8::Handle<v8::Value> data_2 = v8::String::New("2");
context_1->SetData(data_1);
context_2->SetData(data_2);
CHECK(context_1->GetData()->StrictEquals(data_1));
CHECK(context_2->GetData()->StrictEquals(data_2));
// Simple test function which causes a break.
const char* source = "function f() { debugger; }";
// Enter and run function in the first context.
{
v8::Context::Scope context_scope(context_1);
expected_context = context_1;
expected_context_data = data_1;
v8::Local<v8::Function> f = CompileFunction(source, "f");
f->Call(context_1->Global(), 0, NULL);
}
// Enter and run function in the second context.
{
v8::Context::Scope context_scope(context_2);
expected_context = context_2;
expected_context_data = data_2;
v8::Local<v8::Function> f = CompileFunction(source, "f");
f->Call(context_2->Global(), 0, NULL);
}
// Two times compile event and two times break event.
CHECK_GT(message_handler_hit_count, 4);
v8::Debug::SetMessageHandler2(NULL);
CheckDebuggerUnloaded();
}
// Debug message handler which issues a debug break when it hits a break event.
static int message_handler_break_hit_count = 0;
static void DebugBreakMessageHandler(const v8::Debug::Message& message) {
// Schedule a debug break for break events.
if (message.IsEvent() && message.GetEvent() == v8::Break) {
message_handler_break_hit_count++;
if (message_handler_break_hit_count == 1) {
v8::Debug::DebugBreak();
}
}
// Issue a continue command if this event will not cause the VM to start
// running.
if (!message.WillStartRunning()) {
SendContinueCommand();
}
}
// Test that a debug break can be scheduled while in a message handler.
TEST(DebugBreakInMessageHandler) {
v8::HandleScope scope;
DebugLocalContext env;
v8::Debug::SetMessageHandler2(DebugBreakMessageHandler);
// Test functions.
const char* script = "function f() { debugger; } function g() { }";
CompileRun(script);
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
v8::Local<v8::Function> g =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("g")));
// Call f then g. The debugger statement in f will casue a break which will
// cause another break.
f->Call(env->Global(), 0, NULL);
CHECK_EQ(2, message_handler_break_hit_count);
// Calling g will not cause any additional breaks.
g->Call(env->Global(), 0, NULL);
CHECK_EQ(2, message_handler_break_hit_count);
}
// Debug event handler which gets the function on the top frame and schedules a
// break a number of times.
static void DebugEventDebugBreak(
v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
if (event == v8::Break) {
break_point_hit_count++;
// Get the name of the top frame function.
if (!frame_function_name.IsEmpty()) {
// Get the name of the function.
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { exec_state };
v8::Handle<v8::Value> result = frame_function_name->Call(exec_state,
argc, argv);
if (result->IsUndefined()) {
last_function_hit[0] = '\0';
} else {
CHECK(result->IsString());
v8::Handle<v8::String> function_name(result->ToString());
function_name->WriteAscii(last_function_hit);
}
}
// Keep forcing breaks.
if (break_point_hit_count < 20) {
v8::Debug::DebugBreak();
}
}
}
TEST(RegExpDebugBreak) {
v8::HandleScope scope;
DebugLocalContext env;
i::FLAG_regexp_native = true;
// Create a function for checking the function when hitting a break point.
frame_function_name = CompileFunction(&env,
frame_function_name_source,
"frame_function_name");
// Test RegExp which matches white spaces and comments at the begining of a
// source line.
const char* script =
"var sourceLineBeginningSkip = /^(?:[ \\v\\h]*(?:\\/\\*.*?\\*\\/)*)*/;\n"
"function f(s) { return s.match(sourceLineBeginningSkip)[0].length; }";
v8::Local<v8::Function> f = CompileFunction(script, "f");
const int argc = 1;
v8::Handle<v8::Value> argv[argc] = { v8::String::New(" /* xxx */ a=0;") };
v8::Local<v8::Value> result = f->Call(env->Global(), argc, argv);
CHECK_EQ(12, result->Int32Value());
v8::Debug::SetDebugEventListener(DebugEventDebugBreak);
v8::Debug::DebugBreak();
result = f->Call(env->Global(), argc, argv);
CHECK_EQ(20, break_point_hit_count);
CHECK_EQ("exec", last_function_hit);
}
// Common part of EvalContextData and NestedBreakEventContextData tests.
static void ExecuteScriptForContextCheck() {
// Create a context.
v8::Persistent<v8::Context> context_1;
v8::Handle<v8::ObjectTemplate> global_template =
v8::Handle<v8::ObjectTemplate>();
v8::Handle<v8::Value> global_object = v8::Handle<v8::Value>();
context_1 = v8::Context::New(NULL, global_template, global_object);
// Default data value is undefined.
CHECK(context_1->GetData()->IsUndefined());
// Set and check a data value.
v8::Handle<v8::Value> data_1 = v8::Number::New(1);
context_1->SetData(data_1);
CHECK(context_1->GetData()->StrictEquals(data_1));
// Simple test function with eval that causes a break.
const char* source = "function f() { eval('debugger;'); }";
// Enter and run function in the context.
{
v8::Context::Scope context_scope(context_1);
expected_context = context_1;
expected_context_data = data_1;
v8::Local<v8::Function> f = CompileFunction(source, "f");
f->Call(context_1->Global(), 0, NULL);
}
}
// Test which creates a context and sets embedder data on it. Checks that this
// data is set correctly and that when the debug message handler is called for
// break event in an eval statement the expected context is the one returned by
// Message.GetEventContext.
TEST(EvalContextData) {
v8::HandleScope scope;
v8::Debug::SetMessageHandler2(ContextCheckMessageHandler);
ExecuteScriptForContextCheck();
// One time compile event and one time break event.
CHECK_GT(message_handler_hit_count, 2);
v8::Debug::SetMessageHandler2(NULL);
CheckDebuggerUnloaded();
}
static bool sent_eval = false;
static int break_count = 0;
static int continue_command_send_count = 0;
// Check that the expected context is the one generating the debug event
// including the case of nested break event.
static void DebugEvalContextCheckMessageHandler(
const v8::Debug::Message& message) {
CHECK(message.GetEventContext() == expected_context);
CHECK(message.GetEventContext()->GetData()->StrictEquals(
expected_context_data));
message_handler_hit_count++;
if (message.IsEvent() && message.GetEvent() == v8::Break) {
break_count++;
if (!sent_eval) {
sent_eval = true;
const int kBufferSize = 1000;
uint16_t buffer[kBufferSize];
const char* eval_command =
"{\"seq\":0,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"arguments:{\"expression\":\"debugger;\","
"\"global\":true,\"disable_break\":false}}";
// Send evaluate command.
v8::Debug::SendCommand(buffer, AsciiToUtf16(eval_command, buffer));
return;
} else {
// It's a break event caused by the evaluation request above.
SendContinueCommand();
continue_command_send_count++;
}
} else if (message.IsResponse() && continue_command_send_count < 2) {
// Response to the evaluation request. We're still on the breakpoint so
// send continue.
SendContinueCommand();
continue_command_send_count++;
}
}
// Tests that context returned for break event is correct when the event occurs
// in 'evaluate' debugger request.
TEST(NestedBreakEventContextData) {
v8::HandleScope scope;
break_count = 0;
message_handler_hit_count = 0;
v8::Debug::SetMessageHandler2(DebugEvalContextCheckMessageHandler);
ExecuteScriptForContextCheck();
// One time compile event and two times break event.
CHECK_GT(message_handler_hit_count, 3);
// One break from the source and another from the evaluate request.
CHECK_EQ(break_count, 2);
v8::Debug::SetMessageHandler2(NULL);
CheckDebuggerUnloaded();
}
// Debug event listener which counts the script collected events.
int script_collected_count = 0;
static void DebugEventScriptCollectedEvent(v8::DebugEvent event,
v8::Handle<v8::Object> exec_state,
v8::Handle<v8::Object> event_data,
v8::Handle<v8::Value> data) {
// Count the number of breaks.
if (event == v8::ScriptCollected) {
script_collected_count++;
}
}
// Test that scripts collected are reported through the debug event listener.
TEST(ScriptCollectedEvent) {
break_point_hit_count = 0;
script_collected_count = 0;
v8::HandleScope scope;
DebugLocalContext env;
// Request the loaded scripts to initialize the debugger script cache.
Debug::GetLoadedScripts();
// Do garbage collection to ensure that only the script in this test will be
// collected afterwards.
Heap::CollectAllGarbage();
script_collected_count = 0;
v8::Debug::SetDebugEventListener(DebugEventScriptCollectedEvent,
v8::Undefined());
{
v8::Script::Compile(v8::String::New("eval('a=1')"))->Run();
v8::Script::Compile(v8::String::New("eval('a=2')"))->Run();
}
// Do garbage collection to collect the script above which is no longer
// referenced.
Heap::CollectAllGarbage();
CHECK_EQ(2, script_collected_count);
v8::Debug::SetDebugEventListener(NULL);
CheckDebuggerUnloaded();
}
// Debug event listener which counts the script collected events.
int script_collected_message_count = 0;
static void ScriptCollectedMessageHandler(const v8::Debug::Message& message) {
// Count the number of scripts collected.
if (message.IsEvent() && message.GetEvent() == v8::ScriptCollected) {
script_collected_message_count++;
v8::Handle<v8::Context> context = message.GetEventContext();
CHECK(context.IsEmpty());
}
}
// Test that GetEventContext doesn't fail and return empty handle for
// ScriptCollected events.
TEST(ScriptCollectedEventContext) {
script_collected_message_count = 0;
v8::HandleScope scope;
{ // Scope for the DebugLocalContext.
DebugLocalContext env;
// Request the loaded scripts to initialize the debugger script cache.
Debug::GetLoadedScripts();
// Do garbage collection to ensure that only the script in this test will be
// collected afterwards.
Heap::CollectAllGarbage();
v8::Debug::SetMessageHandler2(ScriptCollectedMessageHandler);
{
v8::Script::Compile(v8::String::New("eval('a=1')"))->Run();
v8::Script::Compile(v8::String::New("eval('a=2')"))->Run();
}
}
// Do garbage collection to collect the script above which is no longer
// referenced.
Heap::CollectAllGarbage();
CHECK_EQ(2, script_collected_message_count);
v8::Debug::SetMessageHandler2(NULL);
}
// Debug event listener which counts the after compile events.
int after_compile_message_count = 0;
static void AfterCompileMessageHandler(const v8::Debug::Message& message) {
// Count the number of scripts collected.
if (message.IsEvent()) {
if (message.GetEvent() == v8::AfterCompile) {
after_compile_message_count++;
} else if (message.GetEvent() == v8::Break) {
SendContinueCommand();
}
}
}
// Tests that after compile event is sent as many times as there are scripts
// compiled.
TEST(AfterCompileMessageWhenMessageHandlerIsReset) {
v8::HandleScope scope;
DebugLocalContext env;
after_compile_message_count = 0;
const char* script = "var a=1";
v8::Debug::SetMessageHandler2(AfterCompileMessageHandler);
v8::Script::Compile(v8::String::New(script))->Run();
v8::Debug::SetMessageHandler2(NULL);
v8::Debug::SetMessageHandler2(AfterCompileMessageHandler);
v8::Debug::DebugBreak();
v8::Script::Compile(v8::String::New(script))->Run();
// Setting listener to NULL should cause debugger unload.
v8::Debug::SetMessageHandler2(NULL);
CheckDebuggerUnloaded();
// Compilation cache should be disabled when debugger is active.
CHECK_EQ(2, after_compile_message_count);
}
// Tests that break event is sent when message handler is reset.
TEST(BreakMessageWhenMessageHandlerIsReset) {
v8::HandleScope scope;
DebugLocalContext env;
after_compile_message_count = 0;
const char* script = "function f() {};";
v8::Debug::SetMessageHandler2(AfterCompileMessageHandler);
v8::Script::Compile(v8::String::New(script))->Run();
v8::Debug::SetMessageHandler2(NULL);
v8::Debug::SetMessageHandler2(AfterCompileMessageHandler);
v8::Debug::DebugBreak();
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
f->Call(env->Global(), 0, NULL);
// Setting message handler to NULL should cause debugger unload.
v8::Debug::SetMessageHandler2(NULL);
CheckDebuggerUnloaded();
// Compilation cache should be disabled when debugger is active.
CHECK_EQ(1, after_compile_message_count);
}
static int exception_event_count = 0;
static void ExceptionMessageHandler(const v8::Debug::Message& message) {
if (message.IsEvent() && message.GetEvent() == v8::Exception) {
exception_event_count++;
SendContinueCommand();
}
}
// Tests that exception event is sent when message handler is reset.
TEST(ExceptionMessageWhenMessageHandlerIsReset) {
v8::HandleScope scope;
DebugLocalContext env;
exception_event_count = 0;
const char* script = "function f() {throw new Error()};";
v8::Debug::SetMessageHandler2(AfterCompileMessageHandler);
v8::Script::Compile(v8::String::New(script))->Run();
v8::Debug::SetMessageHandler2(NULL);
v8::Debug::SetMessageHandler2(ExceptionMessageHandler);
v8::Local<v8::Function> f =
v8::Local<v8::Function>::Cast(env->Global()->Get(v8::String::New("f")));
f->Call(env->Global(), 0, NULL);
// Setting message handler to NULL should cause debugger unload.
v8::Debug::SetMessageHandler2(NULL);
CheckDebuggerUnloaded();
CHECK_EQ(1, exception_event_count);
}
// Tests after compile event is sent when there are some provisional
// breakpoints out of the scripts lines range.
TEST(ProvisionalBreakpointOnLineOutOfRange) {
v8::HandleScope scope;
DebugLocalContext env;
env.ExposeDebug();
const char* script = "function f() {};";
const char* resource_name = "test_resource";
// Set a couple of provisional breakpoint on lines out of the script lines
// range.
int sbp1 = SetScriptBreakPointByNameFromJS(resource_name, 3,
-1 /* no column */);
int sbp2 = SetScriptBreakPointByNameFromJS(resource_name, 5, 5);
after_compile_message_count = 0;
v8::Debug::SetMessageHandler2(AfterCompileMessageHandler);
v8::ScriptOrigin origin(
v8::String::New(resource_name),
v8::Integer::New(10),
v8::Integer::New(1));
// Compile a script whose first line number is greater than the breakpoints'
// lines.
v8::Script::Compile(v8::String::New(script), &origin)->Run();
// If the script is compiled successfully there is exactly one after compile
// event. In case of an exception in debugger code after compile event is not
// sent.
CHECK_EQ(1, after_compile_message_count);
ClearBreakPointFromJS(sbp1);
ClearBreakPointFromJS(sbp2);
v8::Debug::SetMessageHandler2(NULL);
}