v8/src/debug.h

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// Copyright 2011 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.
#ifndef V8_DEBUG_H_
#define V8_DEBUG_H_
#include "allocation.h"
#include "arguments.h"
#include "assembler.h"
#include "debug-agent.h"
#include "execution.h"
#include "factory.h"
Misc debugger enhancements and bug fixes. 1. Added gdb style debugger commands (and their shortcuts) for d8. These include: - s[tep] : step into the current statement. - s[tep]i[n]: step into the current statement with the minimum step. - n[ext] : step to the next statement. - fin[ish] : step out of the current function. - cond : setting conditions on breakpoints. - d[elete] : deletes breakpoints. - en[able]|dis[able]: enables/disables breakpoints including exception breakpoints. - ignore : ignores a breakpoint for a specified period. - inf[o] ar[gs] : info on arguments of the current function. - inf[o] lo[cals] : info on local vars of the current function. - inf[o] br[eakpoints] : info on breakpoints. - l[ist] : similar to source, but allows the user to continually dump subsequent lines of source code either in the forward or backward direction. - quit / exit / disconnect : terminates the remote debugger session. NOTE: Active breakpoints will automatically be disabled when the remote debugger detaches. This allows v8 to continue to run without worrying about a loss of a debugger session. 2. Added support for breaking the debugger by simply typing ENTER. The break command is now optional. 3. Once the debugger is broken, the user can now just type ENTER to repeat the last command. This is useful to functionality that needs to be invoked repeatedly e.g. step, list. 4. Added more verbose descriptions in d8's help. 5. Fixed a line and column number offset bug in the listing of breakpoint line and column numbers. 6. Added a gc command to allow GCs to be requested from the debugger interface. The plumbing for requesting different types of GCs is there, but the underlying implementation currently only triggers a full mark-compact GC. The command also returns the before and after sizes of the heap. 7. Added trace json, and flags commands that are not published in help. trace json is used for tracing the debugger packets send from and received by d8. flags is for setting v8 flags. These are useful for people debugging v8 itself, but not necessarily users of v8. 8. Added the ability to enable and disable break on all / uncaught exceptions in to d8. 9. Added a fix to prevent the Debugger Agent from being re-instantiated if one already exists. 10. Added the ability to filter results of the script command by matching text or numbers on the results. 11. Added v8 flags to enable/disable the sending of debugger BeforeCompile, AfterCompile, and ScriptCollected events. 12. Fixed some undefined value bugs that resulted in v8 or the debugger failing. 13. Added a few minor WEBOS__ customizations (analogous to ANDROID customizations). Patch by Mark Lam from Hewlett-Packard Development Company, LP Review URL: http://codereview.chromium.org/5980006 Review URL: http://codereview.chromium.org/6086010 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@6200 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2011-01-06 13:14:32 +00:00
#include "flags.h"
#include "frames-inl.h"
#include "hashmap.h"
#include "platform.h"
#include "string-stream.h"
#include "v8threads.h"
#ifdef ENABLE_DEBUGGER_SUPPORT
#include "../include/v8-debug.h"
namespace v8 {
namespace internal {
// Forward declarations.
class EnterDebugger;
// Step actions. NOTE: These values are in macros.py as well.
enum StepAction {
StepNone = -1, // Stepping not prepared.
StepOut = 0, // Step out of the current function.
StepNext = 1, // Step to the next statement in the current function.
StepIn = 2, // Step into new functions invoked or the next statement
// in the current function.
StepMin = 3, // Perform a minimum step in the current function.
StepInMin = 4 // Step into new functions invoked or perform a minimum step
// in the current function.
};
// Type of exception break. NOTE: These values are in macros.py as well.
enum ExceptionBreakType {
BreakException = 0,
BreakUncaughtException = 1
};
// Type of exception break. NOTE: These values are in macros.py as well.
enum BreakLocatorType {
ALL_BREAK_LOCATIONS = 0,
SOURCE_BREAK_LOCATIONS = 1
};
// Class for iterating through the break points in a function and changing
// them.
class BreakLocationIterator {
public:
explicit BreakLocationIterator(Handle<DebugInfo> debug_info,
BreakLocatorType type);
virtual ~BreakLocationIterator();
void Next();
void Next(int count);
void FindBreakLocationFromAddress(Address pc);
void FindBreakLocationFromPosition(int position);
void Reset();
bool Done() const;
void SetBreakPoint(Handle<Object> break_point_object);
void ClearBreakPoint(Handle<Object> break_point_object);
void SetOneShot();
void ClearOneShot();
void PrepareStepIn();
bool IsExit() const;
bool HasBreakPoint();
bool IsDebugBreak();
Object* BreakPointObjects();
void ClearAllDebugBreak();
inline int code_position() {
return static_cast<int>(pc() - debug_info_->code()->entry());
}
inline int break_point() { return break_point_; }
inline int position() { return position_; }
inline int statement_position() { return statement_position_; }
inline Address pc() { return reloc_iterator_->rinfo()->pc(); }
inline Code* code() { return debug_info_->code(); }
inline RelocInfo* rinfo() { return reloc_iterator_->rinfo(); }
inline RelocInfo::Mode rmode() const {
return reloc_iterator_->rinfo()->rmode();
}
inline RelocInfo* original_rinfo() {
return reloc_iterator_original_->rinfo();
}
inline RelocInfo::Mode original_rmode() const {
return reloc_iterator_original_->rinfo()->rmode();
}
bool IsDebuggerStatement();
protected:
bool RinfoDone() const;
void RinfoNext();
BreakLocatorType type_;
int break_point_;
int position_;
int statement_position_;
Handle<DebugInfo> debug_info_;
RelocIterator* reloc_iterator_;
RelocIterator* reloc_iterator_original_;
private:
void SetDebugBreak();
void ClearDebugBreak();
void SetDebugBreakAtIC();
void ClearDebugBreakAtIC();
bool IsDebugBreakAtReturn();
void SetDebugBreakAtReturn();
void ClearDebugBreakAtReturn();
bool IsDebugBreakSlot();
bool IsDebugBreakAtSlot();
void SetDebugBreakAtSlot();
void ClearDebugBreakAtSlot();
DISALLOW_COPY_AND_ASSIGN(BreakLocationIterator);
};
// Cache of all script objects in the heap. When a script is added a weak handle
// to it is created and that weak handle is stored in the cache. The weak handle
// callback takes care of removing the script from the cache. The key used in
// the cache is the script id.
class ScriptCache : private HashMap {
public:
ScriptCache() : HashMap(ScriptMatch), collected_scripts_(10) {}
virtual ~ScriptCache() { Clear(); }
// Add script to the cache.
void Add(Handle<Script> script);
// Return the scripts in the cache.
Handle<FixedArray> GetScripts();
// Generate debugger events for collected scripts.
void ProcessCollectedScripts();
private:
// Calculate the hash value from the key (script id).
static uint32_t Hash(int key) { return ComputeIntegerHash(key); }
// Scripts match if their keys (script id) match.
static bool ScriptMatch(void* key1, void* key2) { return key1 == key2; }
// Clear the cache releasing all the weak handles.
void Clear();
// Weak handle callback for scripts in the cache.
static void HandleWeakScript(v8::Persistent<v8::Value> obj, void* data);
// List used during GC to temporarily store id's of collected scripts.
List<int> collected_scripts_;
};
// Linked list holding debug info objects. The debug info objects are kept as
// weak handles to avoid a debug info object to keep a function alive.
class DebugInfoListNode {
public:
explicit DebugInfoListNode(DebugInfo* debug_info);
virtual ~DebugInfoListNode();
DebugInfoListNode* next() { return next_; }
void set_next(DebugInfoListNode* next) { next_ = next; }
Handle<DebugInfo> debug_info() { return debug_info_; }
private:
// Global (weak) handle to the debug info object.
Handle<DebugInfo> debug_info_;
// Next pointer for linked list.
DebugInfoListNode* next_;
};
// This class contains the debugger support. The main purpose is to handle
// setting break points in the code.
//
// This class controls the debug info for all functions which currently have
// active breakpoints in them. This debug info is held in the heap root object
// debug_info which is a FixedArray. Each entry in this list is of class
// DebugInfo.
class Debug {
public:
void Setup(bool create_heap_objects);
bool Load();
void Unload();
bool IsLoaded() { return !debug_context_.is_null(); }
bool InDebugger() { return thread_local_.debugger_entry_ != NULL; }
void PreemptionWhileInDebugger();
void Iterate(ObjectVisitor* v);
Object* Break(Arguments args);
void SetBreakPoint(Handle<SharedFunctionInfo> shared,
Handle<Object> break_point_object,
int* source_position);
void ClearBreakPoint(Handle<Object> break_point_object);
void ClearAllBreakPoints();
void FloodWithOneShot(Handle<SharedFunctionInfo> shared);
void FloodHandlerWithOneShot();
void ChangeBreakOnException(ExceptionBreakType type, bool enable);
bool IsBreakOnException(ExceptionBreakType type);
void PrepareStep(StepAction step_action, int step_count);
void ClearStepping();
bool StepNextContinue(BreakLocationIterator* break_location_iterator,
JavaScriptFrame* frame);
static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared);
static bool HasDebugInfo(Handle<SharedFunctionInfo> shared);
void PrepareForBreakPoints();
// Returns whether the operation succeeded.
bool EnsureDebugInfo(Handle<SharedFunctionInfo> shared);
// Returns true if the current stub call is patched to call the debugger.
static bool IsDebugBreak(Address addr);
// Returns true if the current return statement has been patched to be
// a debugger breakpoint.
static bool IsDebugBreakAtReturn(RelocInfo* rinfo);
// Check whether a code stub with the specified major key is a possible break
// point location.
static bool IsSourceBreakStub(Code* code);
static bool IsBreakStub(Code* code);
// Find the builtin to use for invoking the debug break
static Handle<Code> FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode);
static Handle<Object> GetSourceBreakLocations(
Handle<SharedFunctionInfo> shared);
// Getter for the debug_context.
inline Handle<Context> debug_context() { return debug_context_; }
// Check whether a global object is the debug global object.
bool IsDebugGlobal(GlobalObject* global);
// Check whether this frame is just about to return.
bool IsBreakAtReturn(JavaScriptFrame* frame);
// Fast check to see if any break points are active.
inline bool has_break_points() { return has_break_points_; }
void NewBreak(StackFrame::Id break_frame_id);
void SetBreak(StackFrame::Id break_frame_id, int break_id);
StackFrame::Id break_frame_id() {
return thread_local_.break_frame_id_;
}
int break_id() { return thread_local_.break_id_; }
bool StepInActive() { return thread_local_.step_into_fp_ != 0; }
void HandleStepIn(Handle<JSFunction> function,
Handle<Object> holder,
Address fp,
bool is_constructor);
Address step_in_fp() { return thread_local_.step_into_fp_; }
Address* step_in_fp_addr() { return &thread_local_.step_into_fp_; }
bool StepOutActive() { return thread_local_.step_out_fp_ != 0; }
Address step_out_fp() { return thread_local_.step_out_fp_; }
EnterDebugger* debugger_entry() {
return thread_local_.debugger_entry_;
}
void set_debugger_entry(EnterDebugger* entry) {
thread_local_.debugger_entry_ = entry;
}
// Check whether any of the specified interrupts are pending.
bool is_interrupt_pending(InterruptFlag what) {
return (thread_local_.pending_interrupts_ & what) != 0;
}
// Set specified interrupts as pending.
void set_interrupts_pending(InterruptFlag what) {
thread_local_.pending_interrupts_ |= what;
}
// Clear specified interrupts from pending.
void clear_interrupt_pending(InterruptFlag what) {
thread_local_.pending_interrupts_ &= ~static_cast<int>(what);
}
// Getter and setter for the disable break state.
bool disable_break() { return disable_break_; }
void set_disable_break(bool disable_break) {
disable_break_ = disable_break;
}
// Getters for the current exception break state.
bool break_on_exception() { return break_on_exception_; }
bool break_on_uncaught_exception() {
return break_on_uncaught_exception_;
}
enum AddressId {
k_after_break_target_address,
k_debug_break_return_address,
k_debug_break_slot_address,
k_restarter_frame_function_pointer
};
// Support for setting the address to jump to when returning from break point.
Address* after_break_target_address() {
return reinterpret_cast<Address*>(&thread_local_.after_break_target_);
}
Address* restarter_frame_function_pointer_address() {
Object*** address = &thread_local_.restarter_frame_function_pointer_;
return reinterpret_cast<Address*>(address);
}
// Support for saving/restoring registers when handling debug break calls.
Object** register_address(int r) {
return &registers_[r];
}
// Access to the debug break on return code.
Code* debug_break_return() { return debug_break_return_; }
Code** debug_break_return_address() {
return &debug_break_return_;
}
// Access to the debug break in debug break slot code.
Code* debug_break_slot() { return debug_break_slot_; }
Code** debug_break_slot_address() {
return &debug_break_slot_;
}
static const int kEstimatedNofDebugInfoEntries = 16;
static const int kEstimatedNofBreakPointsInFunction = 16;
// Passed to MakeWeak.
static void HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data);
friend class Debugger;
friend Handle<FixedArray> GetDebuggedFunctions(); // In test-debug.cc
friend void CheckDebuggerUnloaded(bool check_functions); // In test-debug.cc
// Threading support.
char* ArchiveDebug(char* to);
char* RestoreDebug(char* from);
static int ArchiveSpacePerThread();
void FreeThreadResources() { }
// Mirror cache handling.
void ClearMirrorCache();
// Script cache handling.
void CreateScriptCache();
void DestroyScriptCache();
void AddScriptToScriptCache(Handle<Script> script);
Handle<FixedArray> GetLoadedScripts();
// Garbage collection notifications.
void AfterGarbageCollection();
// Code generator routines.
static void GenerateSlot(MacroAssembler* masm);
static void GenerateLoadICDebugBreak(MacroAssembler* masm);
static void GenerateStoreICDebugBreak(MacroAssembler* masm);
static void GenerateKeyedLoadICDebugBreak(MacroAssembler* masm);
static void GenerateKeyedStoreICDebugBreak(MacroAssembler* masm);
static void GenerateConstructCallDebugBreak(MacroAssembler* masm);
static void GenerateReturnDebugBreak(MacroAssembler* masm);
static void GenerateStubNoRegistersDebugBreak(MacroAssembler* masm);
static void GenerateSlotDebugBreak(MacroAssembler* masm);
static void GeneratePlainReturnLiveEdit(MacroAssembler* masm);
// FrameDropper is a code replacement for a JavaScript frame with possibly
// several frames above.
// There is no calling conventions here, because it never actually gets
// called, it only gets returned to.
static void GenerateFrameDropperLiveEdit(MacroAssembler* masm);
// Called from stub-cache.cc.
static void GenerateCallICDebugBreak(MacroAssembler* masm);
// Describes how exactly a frame has been dropped from stack.
enum FrameDropMode {
// No frame has been dropped.
FRAMES_UNTOUCHED,
// The top JS frame had been calling IC stub. IC stub mustn't be called now.
FRAME_DROPPED_IN_IC_CALL,
// The top JS frame had been calling debug break slot stub. Patch the
// address this stub jumps to in the end.
FRAME_DROPPED_IN_DEBUG_SLOT_CALL,
// The top JS frame had been calling some C++ function. The return address
// gets patched automatically.
FRAME_DROPPED_IN_DIRECT_CALL,
FRAME_DROPPED_IN_RETURN_CALL
};
void FramesHaveBeenDropped(StackFrame::Id new_break_frame_id,
FrameDropMode mode,
Object** restarter_frame_function_pointer);
// Initializes an artificial stack frame. The data it contains is used for:
// a. successful work of frame dropper code which eventually gets control,
// b. being compatible with regular stack structure for various stack
// iterators.
// Returns address of stack allocated pointer to restarted function,
// the value that is called 'restarter_frame_function_pointer'. The value
// at this address (possibly updated by GC) may be used later when preparing
// 'step in' operation.
static Object** SetUpFrameDropperFrame(StackFrame* bottom_js_frame,
Handle<Code> code);
static const int kFrameDropperFrameSize;
// Architecture-specific constant.
static const bool kFrameDropperSupported;
private:
explicit Debug(Isolate* isolate);
~Debug();
static bool CompileDebuggerScript(int index);
void ClearOneShot();
void ActivateStepIn(StackFrame* frame);
void ClearStepIn();
void ActivateStepOut(StackFrame* frame);
void ClearStepOut();
void ClearStepNext();
// Returns whether the compile succeeded.
void RemoveDebugInfo(Handle<DebugInfo> debug_info);
void SetAfterBreakTarget(JavaScriptFrame* frame);
Handle<Object> CheckBreakPoints(Handle<Object> break_point);
bool CheckBreakPoint(Handle<Object> break_point_object);
// Global handle to debug context where all the debugger JavaScript code is
// loaded.
Handle<Context> debug_context_;
// Boolean state indicating whether any break points are set.
bool has_break_points_;
// Cache of all scripts in the heap.
ScriptCache* script_cache_;
// List of active debug info objects.
DebugInfoListNode* debug_info_list_;
bool disable_break_;
bool break_on_exception_;
bool break_on_uncaught_exception_;
// Per-thread data.
class ThreadLocal {
public:
// Counter for generating next break id.
int break_count_;
// Current break id.
int break_id_;
// Frame id for the frame of the current break.
StackFrame::Id break_frame_id_;
// Step action for last step performed.
StepAction last_step_action_;
// Source statement position from last step next action.
int last_statement_position_;
// Number of steps left to perform before debug event.
int step_count_;
// Frame pointer from last step next action.
Address last_fp_;
// Frame pointer for frame from which step in was performed.
Address step_into_fp_;
// Frame pointer for the frame where debugger should be called when current
// step out action is completed.
Address step_out_fp_;
// Storage location for jump when exiting debug break calls.
Address after_break_target_;
// Stores the way how LiveEdit has patched the stack. It is used when
// debugger returns control back to user script.
FrameDropMode frame_drop_mode_;
// Top debugger entry.
EnterDebugger* debugger_entry_;
// Pending interrupts scheduled while debugging.
int pending_interrupts_;
// When restarter frame is on stack, stores the address
// of the pointer to function being restarted. Otherwise (most of the time)
// stores NULL. This pointer is used with 'step in' implementation.
Object** restarter_frame_function_pointer_;
};
// Storage location for registers when handling debug break calls
JSCallerSavedBuffer registers_;
ThreadLocal thread_local_;
void ThreadInit();
// Code to call for handling debug break on return.
Code* debug_break_return_;
// Code to call for handling debug break in debug break slots.
Code* debug_break_slot_;
Isolate* isolate_;
friend class Isolate;
DISALLOW_COPY_AND_ASSIGN(Debug);
};
DECLARE_RUNTIME_FUNCTION(Object*, Debug_Break);
// Message delivered to the message handler callback. This is either a debugger
// event or the response to a command.
class MessageImpl: public v8::Debug::Message {
public:
// Create a message object for a debug event.
static MessageImpl NewEvent(DebugEvent event,
bool running,
Handle<JSObject> exec_state,
Handle<JSObject> event_data);
// Create a message object for the response to a debug command.
static MessageImpl NewResponse(DebugEvent event,
bool running,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
Handle<String> response_json,
v8::Debug::ClientData* client_data);
// Implementation of interface v8::Debug::Message.
virtual bool IsEvent() const;
virtual bool IsResponse() const;
virtual DebugEvent GetEvent() const;
virtual bool WillStartRunning() const;
virtual v8::Handle<v8::Object> GetExecutionState() const;
virtual v8::Handle<v8::Object> GetEventData() const;
virtual v8::Handle<v8::String> GetJSON() const;
virtual v8::Handle<v8::Context> GetEventContext() const;
virtual v8::Debug::ClientData* GetClientData() const;
private:
MessageImpl(bool is_event,
DebugEvent event,
bool running,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
Handle<String> response_json,
v8::Debug::ClientData* client_data);
bool is_event_; // Does this message represent a debug event?
DebugEvent event_; // Debug event causing the break.
bool running_; // Will the VM start running after this event?
Handle<JSObject> exec_state_; // Current execution state.
Handle<JSObject> event_data_; // Data associated with the event.
Handle<String> response_json_; // Response JSON if message holds a response.
v8::Debug::ClientData* client_data_; // Client data passed with the request.
};
// Details of the debug event delivered to the debug event listener.
class EventDetailsImpl : public v8::Debug::EventDetails {
public:
EventDetailsImpl(DebugEvent event,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
Handle<Object> callback_data,
v8::Debug::ClientData* client_data);
virtual DebugEvent GetEvent() const;
virtual v8::Handle<v8::Object> GetExecutionState() const;
virtual v8::Handle<v8::Object> GetEventData() const;
virtual v8::Handle<v8::Context> GetEventContext() const;
virtual v8::Handle<v8::Value> GetCallbackData() const;
virtual v8::Debug::ClientData* GetClientData() const;
private:
DebugEvent event_; // Debug event causing the break.
Handle<JSObject> exec_state_; // Current execution state.
Handle<JSObject> event_data_; // Data associated with the event.
Handle<Object> callback_data_; // User data passed with the callback
// when it was registered.
v8::Debug::ClientData* client_data_; // Data passed to DebugBreakForCommand.
};
// Message send by user to v8 debugger or debugger output message.
// In addition to command text it may contain a pointer to some user data
// which are expected to be passed along with the command reponse to message
// handler.
class CommandMessage {
public:
static CommandMessage New(const Vector<uint16_t>& command,
v8::Debug::ClientData* data);
CommandMessage();
~CommandMessage();
// Deletes user data and disposes of the text.
void Dispose();
Vector<uint16_t> text() const { return text_; }
v8::Debug::ClientData* client_data() const { return client_data_; }
private:
CommandMessage(const Vector<uint16_t>& text,
v8::Debug::ClientData* data);
Vector<uint16_t> text_;
v8::Debug::ClientData* client_data_;
};
// A Queue of CommandMessage objects. A thread-safe version is
// LockingCommandMessageQueue, based on this class.
class CommandMessageQueue BASE_EMBEDDED {
public:
explicit CommandMessageQueue(int size);
~CommandMessageQueue();
bool IsEmpty() const { return start_ == end_; }
CommandMessage Get();
void Put(const CommandMessage& message);
void Clear() { start_ = end_ = 0; } // Queue is empty after Clear().
private:
// Doubles the size of the message queue, and copies the messages.
void Expand();
CommandMessage* messages_;
int start_;
int end_;
int size_; // The size of the queue buffer. Queue can hold size-1 messages.
};
class MessageDispatchHelperThread;
// LockingCommandMessageQueue is a thread-safe circular buffer of CommandMessage
// messages. The message data is not managed by LockingCommandMessageQueue.
// Pointers to the data are passed in and out. Implemented by adding a
// Mutex to CommandMessageQueue. Includes logging of all puts and gets.
class LockingCommandMessageQueue BASE_EMBEDDED {
public:
LockingCommandMessageQueue(Logger* logger, int size);
~LockingCommandMessageQueue();
bool IsEmpty() const;
CommandMessage Get();
void Put(const CommandMessage& message);
void Clear();
private:
Logger* logger_;
CommandMessageQueue queue_;
Mutex* lock_;
DISALLOW_COPY_AND_ASSIGN(LockingCommandMessageQueue);
};
class Debugger {
public:
~Debugger();
void DebugRequest(const uint16_t* json_request, int length);
Handle<Object> MakeJSObject(Vector<const char> constructor_name,
int argc, Object*** argv,
bool* caught_exception);
Handle<Object> MakeExecutionState(bool* caught_exception);
Handle<Object> MakeBreakEvent(Handle<Object> exec_state,
Handle<Object> break_points_hit,
bool* caught_exception);
Handle<Object> MakeExceptionEvent(Handle<Object> exec_state,
Handle<Object> exception,
bool uncaught,
bool* caught_exception);
Handle<Object> MakeNewFunctionEvent(Handle<Object> func,
bool* caught_exception);
Handle<Object> MakeCompileEvent(Handle<Script> script,
bool before,
bool* caught_exception);
Handle<Object> MakeScriptCollectedEvent(int id,
bool* caught_exception);
void OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue);
void OnException(Handle<Object> exception, bool uncaught);
void OnBeforeCompile(Handle<Script> script);
enum AfterCompileFlags {
NO_AFTER_COMPILE_FLAGS,
SEND_WHEN_DEBUGGING
};
void OnAfterCompile(Handle<Script> script,
AfterCompileFlags after_compile_flags);
void OnNewFunction(Handle<JSFunction> fun);
void OnScriptCollected(int id);
void ProcessDebugEvent(v8::DebugEvent event,
Handle<JSObject> event_data,
bool auto_continue);
void NotifyMessageHandler(v8::DebugEvent event,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
bool auto_continue);
void SetEventListener(Handle<Object> callback, Handle<Object> data);
void SetMessageHandler(v8::Debug::MessageHandler2 handler);
void SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler,
int period);
void SetDebugMessageDispatchHandler(
v8::Debug::DebugMessageDispatchHandler handler,
bool provide_locker);
// Invoke the message handler function.
void InvokeMessageHandler(MessageImpl message);
// Add a debugger command to the command queue.
void ProcessCommand(Vector<const uint16_t> command,
v8::Debug::ClientData* client_data = NULL);
// Check whether there are commands in the command queue.
bool HasCommands();
// Enqueue a debugger command to the command queue for event listeners.
void EnqueueDebugCommand(v8::Debug::ClientData* client_data = NULL);
Handle<Object> Call(Handle<JSFunction> fun,
Handle<Object> data,
bool* pending_exception);
// Start the debugger agent listening on the provided port.
bool StartAgent(const char* name, int port,
bool wait_for_connection = false);
// Stop the debugger agent.
void StopAgent();
// Blocks until the agent has started listening for connections
void WaitForAgent();
void CallMessageDispatchHandler();
Handle<Context> GetDebugContext();
// Unload the debugger if possible. Only called when no debugger is currently
// active.
void UnloadDebugger();
friend void ForceUnloadDebugger(); // In test-debug.cc
inline bool EventActive(v8::DebugEvent event) {
ScopedLock with(debugger_access_);
// Check whether the message handler was been cleared.
if (debugger_unload_pending_) {
if (isolate_->debug()->debugger_entry() == NULL) {
UnloadDebugger();
}
}
Misc debugger enhancements and bug fixes. 1. Added gdb style debugger commands (and their shortcuts) for d8. These include: - s[tep] : step into the current statement. - s[tep]i[n]: step into the current statement with the minimum step. - n[ext] : step to the next statement. - fin[ish] : step out of the current function. - cond : setting conditions on breakpoints. - d[elete] : deletes breakpoints. - en[able]|dis[able]: enables/disables breakpoints including exception breakpoints. - ignore : ignores a breakpoint for a specified period. - inf[o] ar[gs] : info on arguments of the current function. - inf[o] lo[cals] : info on local vars of the current function. - inf[o] br[eakpoints] : info on breakpoints. - l[ist] : similar to source, but allows the user to continually dump subsequent lines of source code either in the forward or backward direction. - quit / exit / disconnect : terminates the remote debugger session. NOTE: Active breakpoints will automatically be disabled when the remote debugger detaches. This allows v8 to continue to run without worrying about a loss of a debugger session. 2. Added support for breaking the debugger by simply typing ENTER. The break command is now optional. 3. Once the debugger is broken, the user can now just type ENTER to repeat the last command. This is useful to functionality that needs to be invoked repeatedly e.g. step, list. 4. Added more verbose descriptions in d8's help. 5. Fixed a line and column number offset bug in the listing of breakpoint line and column numbers. 6. Added a gc command to allow GCs to be requested from the debugger interface. The plumbing for requesting different types of GCs is there, but the underlying implementation currently only triggers a full mark-compact GC. The command also returns the before and after sizes of the heap. 7. Added trace json, and flags commands that are not published in help. trace json is used for tracing the debugger packets send from and received by d8. flags is for setting v8 flags. These are useful for people debugging v8 itself, but not necessarily users of v8. 8. Added the ability to enable and disable break on all / uncaught exceptions in to d8. 9. Added a fix to prevent the Debugger Agent from being re-instantiated if one already exists. 10. Added the ability to filter results of the script command by matching text or numbers on the results. 11. Added v8 flags to enable/disable the sending of debugger BeforeCompile, AfterCompile, and ScriptCollected events. 12. Fixed some undefined value bugs that resulted in v8 or the debugger failing. 13. Added a few minor WEBOS__ customizations (analogous to ANDROID customizations). Patch by Mark Lam from Hewlett-Packard Development Company, LP Review URL: http://codereview.chromium.org/5980006 Review URL: http://codereview.chromium.org/6086010 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@6200 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2011-01-06 13:14:32 +00:00
if (((event == v8::BeforeCompile) || (event == v8::AfterCompile)) &&
!FLAG_debug_compile_events) {
return false;
} else if ((event == v8::ScriptCollected) &&
!FLAG_debug_script_collected_events) {
return false;
}
// Currently argument event is not used.
return !compiling_natives_ && Debugger::IsDebuggerActive();
}
void set_compiling_natives(bool compiling_natives) {
Debugger::compiling_natives_ = compiling_natives;
}
bool compiling_natives() const { return compiling_natives_; }
void set_loading_debugger(bool v) { is_loading_debugger_ = v; }
bool is_loading_debugger() const { return is_loading_debugger_; }
bool IsDebuggerActive();
private:
explicit Debugger(Isolate* isolate);
void CallEventCallback(v8::DebugEvent event,
Handle<Object> exec_state,
Handle<Object> event_data,
v8::Debug::ClientData* client_data);
void CallCEventCallback(v8::DebugEvent event,
Handle<Object> exec_state,
Handle<Object> event_data,
v8::Debug::ClientData* client_data);
void CallJSEventCallback(v8::DebugEvent event,
Handle<Object> exec_state,
Handle<Object> event_data);
void ListenersChanged();
Mutex* debugger_access_; // Mutex guarding debugger variables.
Handle<Object> event_listener_; // Global handle to listener.
Handle<Object> event_listener_data_;
bool compiling_natives_; // Are we compiling natives?
bool is_loading_debugger_; // Are we loading the debugger?
bool never_unload_debugger_; // Can we unload the debugger?
v8::Debug::MessageHandler2 message_handler_;
bool debugger_unload_pending_; // Was message handler cleared?
v8::Debug::HostDispatchHandler host_dispatch_handler_;
Mutex* dispatch_handler_access_; // Mutex guarding dispatch handler.
v8::Debug::DebugMessageDispatchHandler debug_message_dispatch_handler_;
MessageDispatchHelperThread* message_dispatch_helper_thread_;
int host_dispatch_micros_;
DebuggerAgent* agent_;
static const int kQueueInitialSize = 4;
LockingCommandMessageQueue command_queue_;
Semaphore* command_received_; // Signaled for each command received.
LockingCommandMessageQueue event_command_queue_;
Isolate* isolate_;
friend class EnterDebugger;
friend class Isolate;
DISALLOW_COPY_AND_ASSIGN(Debugger);
};
// This class is used for entering the debugger. Create an instance in the stack
// to enter the debugger. This will set the current break state, make sure the
// debugger is loaded and switch to the debugger context. If the debugger for
// some reason could not be entered FailedToEnter will return true.
class EnterDebugger BASE_EMBEDDED {
public:
EnterDebugger()
: isolate_(Isolate::Current()),
prev_(isolate_->debug()->debugger_entry()),
it_(isolate_),
has_js_frames_(!it_.done()),
save_(isolate_) {
Debug* debug = isolate_->debug();
ASSERT(prev_ != NULL || !debug->is_interrupt_pending(PREEMPT));
ASSERT(prev_ != NULL || !debug->is_interrupt_pending(DEBUGBREAK));
// Link recursive debugger entry.
debug->set_debugger_entry(this);
// Store the previous break id and frame id.
break_id_ = debug->break_id();
break_frame_id_ = debug->break_frame_id();
// Create the new break info. If there is no JavaScript frames there is no
// break frame id.
if (has_js_frames_) {
debug->NewBreak(it_.frame()->id());
} else {
debug->NewBreak(StackFrame::NO_ID);
}
// Make sure that debugger is loaded and enter the debugger context.
load_failed_ = !debug->Load();
if (!load_failed_) {
// NOTE the member variable save which saves the previous context before
// this change.
isolate_->set_context(*debug->debug_context());
}
}
~EnterDebugger() {
ASSERT(Isolate::Current() == isolate_);
Debug* debug = isolate_->debug();
// Restore to the previous break state.
debug->SetBreak(break_frame_id_, break_id_);
// Check for leaving the debugger.
if (prev_ == NULL) {
// Clear mirror cache when leaving the debugger. Skip this if there is a
// pending exception as clearing the mirror cache calls back into
// JavaScript. This can happen if the v8::Debug::Call is used in which
// case the exception should end up in the calling code.
if (!isolate_->has_pending_exception()) {
// Try to avoid any pending debug break breaking in the clear mirror
// cache JavaScript code.
if (isolate_->stack_guard()->IsDebugBreak()) {
debug->set_interrupts_pending(DEBUGBREAK);
isolate_->stack_guard()->Continue(DEBUGBREAK);
}
debug->ClearMirrorCache();
}
// Request preemption and debug break when leaving the last debugger entry
// if any of these where recorded while debugging.
if (debug->is_interrupt_pending(PREEMPT)) {
// This re-scheduling of preemption is to avoid starvation in some
// debugging scenarios.
debug->clear_interrupt_pending(PREEMPT);
isolate_->stack_guard()->Preempt();
}
if (debug->is_interrupt_pending(DEBUGBREAK)) {
debug->clear_interrupt_pending(DEBUGBREAK);
isolate_->stack_guard()->DebugBreak();
}
// If there are commands in the queue when leaving the debugger request
// that these commands are processed.
if (isolate_->debugger()->HasCommands()) {
isolate_->stack_guard()->DebugCommand();
}
// If leaving the debugger with the debugger no longer active unload it.
if (!isolate_->debugger()->IsDebuggerActive()) {
isolate_->debugger()->UnloadDebugger();
}
}
// Leaving this debugger entry.
debug->set_debugger_entry(prev_);
}
// Check whether the debugger could be entered.
inline bool FailedToEnter() { return load_failed_; }
// Check whether there are any JavaScript frames on the stack.
inline bool HasJavaScriptFrames() { return has_js_frames_; }
// Get the active context from before entering the debugger.
inline Handle<Context> GetContext() { return save_.context(); }
private:
Isolate* isolate_;
EnterDebugger* prev_; // Previous debugger entry if entered recursively.
JavaScriptFrameIterator it_;
const bool has_js_frames_; // Were there any JavaScript frames?
StackFrame::Id break_frame_id_; // Previous break frame id.
int break_id_; // Previous break id.
bool load_failed_; // Did the debugger fail to load?
SaveContext save_; // Saves previous context.
};
// Stack allocated class for disabling break.
class DisableBreak BASE_EMBEDDED {
public:
explicit DisableBreak(bool disable_break) : isolate_(Isolate::Current()) {
prev_disable_break_ = isolate_->debug()->disable_break();
isolate_->debug()->set_disable_break(disable_break);
}
~DisableBreak() {
ASSERT(Isolate::Current() == isolate_);
isolate_->debug()->set_disable_break(prev_disable_break_);
}
private:
Isolate* isolate_;
// The previous state of the disable break used to restore the value when this
// object is destructed.
bool prev_disable_break_;
};
// Debug_Address encapsulates the Address pointers used in generating debug
// code.
class Debug_Address {
public:
explicit Debug_Address(Debug::AddressId id) : id_(id) { }
static Debug_Address AfterBreakTarget() {
return Debug_Address(Debug::k_after_break_target_address);
}
static Debug_Address DebugBreakReturn() {
return Debug_Address(Debug::k_debug_break_return_address);
}
static Debug_Address RestarterFrameFunctionPointer() {
return Debug_Address(Debug::k_restarter_frame_function_pointer);
}
Address address(Isolate* isolate) const {
Debug* debug = isolate->debug();
switch (id_) {
case Debug::k_after_break_target_address:
return reinterpret_cast<Address>(debug->after_break_target_address());
case Debug::k_debug_break_return_address:
return reinterpret_cast<Address>(debug->debug_break_return_address());
case Debug::k_debug_break_slot_address:
return reinterpret_cast<Address>(debug->debug_break_slot_address());
case Debug::k_restarter_frame_function_pointer:
return reinterpret_cast<Address>(
debug->restarter_frame_function_pointer_address());
default:
UNREACHABLE();
return NULL;
}
}
private:
Debug::AddressId id_;
};
// The optional thread that Debug Agent may use to temporary call V8 to process
// pending debug requests if debuggee is not running V8 at the moment.
// Techincally it does not call V8 itself, rather it asks embedding program
// to do this via v8::Debug::HostDispatchHandler
class MessageDispatchHelperThread: public Thread {
public:
explicit MessageDispatchHelperThread(Isolate* isolate);
~MessageDispatchHelperThread();
void Schedule();
private:
void Run();
Semaphore* const sem_;
Mutex* const mutex_;
bool already_signalled_;
DISALLOW_COPY_AND_ASSIGN(MessageDispatchHelperThread);
};
} } // namespace v8::internal
#endif // ENABLE_DEBUGGER_SUPPORT
#endif // V8_DEBUG_H_