v8/test/cctest/test-debug.cc

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// Copyright 2012 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 "src/v8.h"
#include "src/api.h"
#include "src/base/platform/condition-variable.h"
#include "src/base/platform/platform.h"
#include "src/compilation-cache.h"
#include "src/debug/debug.h"
#include "src/deoptimizer.h"
#include "src/frames.h"
#include "src/utils.h"
#include "test/cctest/cctest.h"
using ::v8::base::Mutex;
using ::v8::base::LockGuard;
using ::v8::base::ConditionVariable;
using ::v8::base::OS;
using ::v8::base::Semaphore;
using ::v8::internal::EmbeddedVector;
using ::v8::internal::Object;
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::CommandMessage;
using ::v8::internal::CommandMessageQueue;
using ::v8::internal::StackFrame;
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;
using ::v8::internal::StrLength;
// Size of temp buffer for formatting small strings.
#define SMALL_STRING_BUFFER_SIZE 80
// --- 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::Isolate* isolate, v8::ExtensionConfiguration* extensions = 0,
v8::Local<v8::ObjectTemplate> global_template =
v8::Local<v8::ObjectTemplate>(),
v8::Local<v8::Value> global_object = v8::Local<v8::Value>())
: scope_(isolate),
context_(v8::Context::New(isolate, extensions, global_template,
global_object)) {
context_->Enter();
}
inline DebugLocalContext(
v8::ExtensionConfiguration* extensions = 0,
v8::Local<v8::ObjectTemplate> global_template =
v8::Local<v8::ObjectTemplate>(),
v8::Local<v8::Value> global_object = v8::Local<v8::Value>())
: scope_(CcTest::isolate()),
context_(v8::Context::New(CcTest::isolate(), extensions,
global_template, global_object)) {
context_->Enter();
}
inline ~DebugLocalContext() {
context_->Exit();
}
inline v8::Local<v8::Context> context() { return context_; }
inline v8::Context* operator->() { return *context_; }
inline v8::Context* operator*() { return *context_; }
inline v8::Isolate* GetIsolate() { return context_->GetIsolate(); }
inline bool IsReady() { return !context_.IsEmpty(); }
void ExposeDebug() {
v8::internal::Isolate* isolate =
reinterpret_cast<v8::internal::Isolate*>(context_->GetIsolate());
v8::internal::Factory* factory = isolate->factory();
// Expose the debug context global object in the global object for testing.
CHECK(isolate->debug()->Load());
Handle<v8::internal::Context> debug_context =
isolate->debug()->debug_context();
debug_context->set_security_token(
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::Utils::OpenHandle(*context_)->security_token());
Handle<JSGlobalProxy> global(Handle<JSGlobalProxy>::cast(
v8::Utils::OpenHandle(*context_->Global())));
Handle<v8::internal::String> debug_string =
factory->InternalizeOneByteString(STATIC_CHAR_VECTOR("debug"));
v8::internal::JSObject::SetOwnPropertyIgnoreAttributes(
global, debug_string, handle(debug_context->global_proxy()),
v8::internal::DONT_ENUM)
.Check();
}
private:
v8::HandleScope scope_;
v8::Local<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 requested function.
static v8::Local<v8::Function> CompileFunction(v8::Isolate* isolate,
const char* source,
const char* function_name) {
CompileRunChecked(isolate, source);
v8::Local<v8::String> name = v8_str(isolate, function_name);
v8::Local<v8::Context> context = isolate->GetCurrentContext();
v8::MaybeLocal<v8::Value> maybe_function =
context->Global()->Get(context, name);
return v8::Local<v8::Function>::Cast(maybe_function.ToLocalChecked());
}
// Compile and run the supplied source and return the requested function.
static v8::Local<v8::Function> CompileFunction(DebugLocalContext* env,
const char* source,
const char* function_name) {
return CompileFunction(env->GetIsolate(), source, function_name);
}
// Is there any debug info for the function?
static bool HasDebugInfo(v8::Local<v8::Function> fun) {
Handle<v8::internal::JSFunction> f =
Handle<v8::internal::JSFunction>::cast(v8::Utils::OpenHandle(*fun));
Handle<v8::internal::SharedFunctionInfo> shared(f->shared());
return shared->HasDebugInfo();
}
// Set a break point in a function with a position relative to function start,
// and return the associated break point number.
static int SetBreakPoint(v8::Local<v8::Function> fun, int position) {
i::Handle<i::JSFunction> function =
i::Handle<i::JSFunction>::cast(v8::Utils::OpenHandle(*fun));
position += function->shared()->start_position();
static int break_point = 0;
v8::internal::Isolate* isolate = function->GetIsolate();
v8::internal::Debug* debug = isolate->debug();
debug->SetBreakPoint(
function,
Handle<Object>(v8::internal::Smi::FromInt(++break_point), isolate),
&position);
return break_point;
}
// Set a break point in a function using the Debug object and return the
// associated break point number.
static int SetBreakPointFromJS(v8::Isolate* isolate,
const char* function_name,
int line, int position) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
SNPrintF(buffer,
"debug.Debug.setBreakPoint(%s,%d,%d)",
function_name, line, position);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
v8::Local<v8::Value> value = CompileRunChecked(isolate, buffer.start());
return value->Int32Value(isolate->GetCurrentContext()).FromJust();
}
// Set a break point in a script identified by id using the global Debug object.
static int SetScriptBreakPointByIdFromJS(v8::Isolate* isolate, 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.
SNPrintF(buffer,
"debug.Debug.setScriptBreakPointById(%d,%d,%d)",
script_id, line, column);
} else {
// Column not specified set script break point on line.
SNPrintF(buffer,
"debug.Debug.setScriptBreakPointById(%d,%d)",
script_id, line);
}
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
{
v8::TryCatch try_catch(isolate);
v8::Local<v8::Value> value = CompileRunChecked(isolate, buffer.start());
CHECK(!try_catch.HasCaught());
return value->Int32Value(isolate->GetCurrentContext()).FromJust();
}
}
// Set a break point in a script identified by name using the global Debug
// object.
static int SetScriptBreakPointByNameFromJS(v8::Isolate* isolate,
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.
SNPrintF(buffer,
"debug.Debug.setScriptBreakPointByName(\"%s\",%d,%d)",
script_name, line, column);
} else {
// Column not specified set script break point on line.
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(isolate);
v8::Local<v8::Value> value = CompileRunChecked(isolate, buffer.start());
CHECK(!try_catch.HasCaught());
return value->Int32Value(isolate->GetCurrentContext()).FromJust();
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
}
}
// Clear a break point.
static void ClearBreakPoint(int break_point) {
v8::internal::Isolate* isolate = CcTest::i_isolate();
v8::internal::Debug* debug = isolate->debug();
debug->ClearBreakPoint(
Handle<Object>(v8::internal::Smi::FromInt(break_point), isolate));
}
// Clear a break point using the global Debug object.
static void ClearBreakPointFromJS(v8::Isolate* isolate,
int break_point_number) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
SNPrintF(buffer,
"debug.Debug.clearBreakPoint(%d)",
break_point_number);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
CompileRunChecked(isolate, buffer.start());
}
static void EnableScriptBreakPointFromJS(v8::Isolate* isolate,
int break_point_number) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
SNPrintF(buffer,
"debug.Debug.enableScriptBreakPoint(%d)",
break_point_number);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
CompileRunChecked(isolate, buffer.start());
}
static void DisableScriptBreakPointFromJS(v8::Isolate* isolate,
int break_point_number) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
SNPrintF(buffer,
"debug.Debug.disableScriptBreakPoint(%d)",
break_point_number);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
CompileRunChecked(isolate, buffer.start());
}
static void ChangeScriptBreakPointConditionFromJS(v8::Isolate* isolate,
int break_point_number,
const char* condition) {
EmbeddedVector<char, SMALL_STRING_BUFFER_SIZE> buffer;
SNPrintF(buffer,
"debug.Debug.changeScriptBreakPointCondition(%d, \"%s\")",
break_point_number, condition);
buffer[SMALL_STRING_BUFFER_SIZE - 1] = '\0';
CompileRunChecked(isolate, buffer.start());
}
// Change break on exception.
static void ChangeBreakOnException(bool caught, bool uncaught) {
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
debug->ChangeBreakOnException(v8::internal::BreakException, caught);
debug->ChangeBreakOnException(v8::internal::BreakUncaughtException, uncaught);
}
// Change break on exception using the global Debug object.
static void ChangeBreakOnExceptionFromJS(v8::Isolate* isolate, bool caught,
bool uncaught) {
if (caught) {
CompileRunChecked(isolate, "debug.Debug.setBreakOnException()");
} else {
CompileRunChecked(isolate, "debug.Debug.clearBreakOnException()");
}
if (uncaught) {
CompileRunChecked(isolate, "debug.Debug.setBreakOnUncaughtException()");
} else {
CompileRunChecked(isolate, "debug.Debug.clearBreakOnUncaughtException()");
}
}
// Prepare to step to next break location.
static void PrepareStep(StepAction step_action) {
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
debug->PrepareStep(step_action);
}
static void ClearStepping() { CcTest::i_isolate()->debug()->ClearStepping(); }
// 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() {
Debug* debug = CcTest::i_isolate()->debug();
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 =
CcTest::i_isolate()->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;
}
// 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(CcTest::i_isolate()->debug()->debug_context().is_null());
CHECK(!CcTest::i_isolate()->debug()->debug_info_list_);
// Collect garbage to ensure weak handles are cleared.
CcTest::heap()->CollectAllGarbage();
CcTest::heap()->CollectAllGarbage(Heap::kMakeHeapIterableMask);
// Iterate the head and check that there are no debugger related objects left.
HeapIterator iterator(CcTest::heap());
for (HeapObject* obj = iterator.next(); obj != NULL; obj = iterator.next()) {
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(),
RelocInfo::kDebugBreakSlotMask);
!it.done(); it.next()) {
CHECK(!it.rinfo()->IsPatchedDebugBreakSlotSequence());
}
}
}
}
}
} // namespace internal
} // namespace v8
// Check that the debugger has been fully unloaded.
static void CheckDebuggerUnloaded(v8::Isolate* isolate,
bool check_functions = false) {
// Let debugger to unload itself synchronously
v8::Debug::ProcessDebugMessages(isolate);
v8::internal::CheckDebuggerUnloaded(check_functions);
}
// --- 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 a frame.
const char* frame_function_name_source =
"function frame_function_name(exec_state, frame_number) {"
" return exec_state.frame(frame_number).func().name();"
"}";
v8::Local<v8::Function> frame_function_name;
// Source for the JavaScript function which pick out the name of the
// first argument of a frame.
const char* frame_argument_name_source =
"function frame_argument_name(exec_state, frame_number) {"
" return exec_state.frame(frame_number).argumentName(0);"
"}";
v8::Local<v8::Function> frame_argument_name;
// Source for the JavaScript function which pick out the value of the
// first argument of a frame.
const char* frame_argument_value_source =
"function frame_argument_value(exec_state, frame_number) {"
" return exec_state.frame(frame_number).argumentValue(0).value_;"
"}";
v8::Local<v8::Function> frame_argument_value;
// Source for the JavaScript function which pick out the name of the
// first argument of a frame.
const char* frame_local_name_source =
"function frame_local_name(exec_state, frame_number) {"
" return exec_state.frame(frame_number).localName(0);"
"}";
v8::Local<v8::Function> frame_local_name;
// Source for the JavaScript function which pick out the value of the
// first argument of a frame.
const char* frame_local_value_source =
"function frame_local_value(exec_state, frame_number) {"
" return exec_state.frame(frame_number).localValue(0).value_;"
"}";
v8::Local<v8::Function> frame_local_value;
// 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 returns the number of frames.
static const char* frame_count_source =
"function frame_count(exec_state) {"
" return exec_state.frameCount();"
"}";
v8::Local<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 for last script hit - used by some tests.
char last_script_name_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;
int break_point_hit_count_deoptimize = 0;
static void DebugEventBreakPointHitCount(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
v8::Local<v8::Context> context = CcTest::isolate()->GetCurrentContext();
v8::internal::Isolate* isolate = CcTest::i_isolate();
Debug* debug = isolate->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(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 = 2;
v8::Local<v8::Value> argv[argc] = {
exec_state, v8::Integer::New(CcTest::isolate(), 0)};
v8::Local<v8::Value> result =
frame_function_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
if (result->IsUndefined()) {
last_function_hit[0] = '\0';
} else {
CHECK(result->IsString());
v8::Local<v8::String> function_name(result.As<v8::String>());
function_name->WriteUtf8(last_function_hit);
}
}
if (!frame_source_line.IsEmpty()) {
// Get the source line.
const int argc = 1;
v8::Local<v8::Value> argv[argc] = {exec_state};
v8::Local<v8::Value> result =
frame_source_line->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsNumber());
last_source_line = result->Int32Value(context).FromJust();
}
if (!frame_source_column.IsEmpty()) {
// Get the source column.
const int argc = 1;
v8::Local<v8::Value> argv[argc] = {exec_state};
v8::Local<v8::Value> result =
frame_source_column->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsNumber());
last_source_column = result->Int32Value(context).FromJust();
}
if (!frame_script_name.IsEmpty()) {
// Get the script name of the function script.
const int argc = 1;
v8::Local<v8::Value> argv[argc] = {exec_state};
v8::Local<v8::Value> result =
frame_script_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
if (result->IsUndefined()) {
last_script_name_hit[0] = '\0';
} else {
CHECK(result->IsString());
v8::Local<v8::String> script_name(result.As<v8::String>());
script_name->WriteUtf8(last_script_name_hit);
}
}
// Perform a full deoptimization when the specified number of
// breaks have been hit.
if (break_point_hit_count == break_point_hit_count_deoptimize) {
i::Deoptimizer::DeoptimizeAll(isolate);
}
}
}
// 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;
v8::Local<v8::Function> debug_event_listener_callback;
int debug_event_listener_callback_result;
static void DebugEventCounterClear() {
break_point_hit_count = 0;
exception_hit_count = 0;
uncaught_exception_hit_count = 0;
}
static void DebugEventCounter(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
v8::Local<v8::Object> event_data = event_details.GetEventData();
v8::Local<v8::Context> context = CcTest::isolate()->GetCurrentContext();
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(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_str(CcTest::isolate(), "uncaught");
v8::Local<v8::Function> fun = v8::Local<v8::Function>::Cast(
event_data->Get(context, fun_name).ToLocalChecked());
v8::Local<v8::Value> result =
fun->Call(context, event_data, 0, NULL).ToLocalChecked();
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::Local<v8::Value> argv[kArgc] = {exec_state};
// Using exec_state as receiver is just to have a receiver.
v8::Local<v8::Value> result =
frame_count->Call(context, exec_state, kArgc, argv).ToLocalChecked();
last_js_stack_height = result->Int32Value(context).FromJust();
}
// Run callback from DebugEventListener and check the result.
if (!debug_event_listener_callback.IsEmpty()) {
v8::Local<v8::Value> result =
debug_event_listener_callback->Call(context, event_data, 0, NULL)
.ToLocalChecked();
CHECK(!result.IsEmpty());
CHECK_EQ(debug_event_listener_callback_result,
result->Int32Value(context).FromJust());
}
}
// 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::Local<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(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
v8::Isolate* isolate = CcTest::isolate();
v8::Local<v8::Context> context = isolate->GetCurrentContext();
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(debug->break_id(), 0);
if (event == v8::Break) {
break_point_hit_count++;
for (int i = 0; checks[i].expr != NULL; i++) {
const int argc = 3;
v8::Local<v8::String> string = v8_str(isolate, checks[i].expr);
v8::Local<v8::Value> argv[argc] = {exec_state, string,
checks[i].expected};
v8::Local<v8::Value> result =
evaluate_check_function->Call(context, exec_state, argc, argv)
.ToLocalChecked();
if (!result->IsTrue()) {
v8::String::Utf8Value utf8(checks[i].expected);
V8_Fatal(__FILE__, __LINE__, "%s != %s", checks[i].expr, *utf8);
}
}
}
}
// This debug event listener removes a breakpoint in a function
int debug_event_remove_break_point = 0;
static void DebugEventRemoveBreakPoint(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Value> data = event_details.GetCallbackData();
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(debug->break_id(), 0);
if (event == v8::Break) {
break_point_hit_count++;
CHECK(data->IsFunction());
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(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(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(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(debug->break_id(), 0);
if (event == v8::Break || event == v8::Exception) {
// Check that the current function is the expected.
CHECK(break_point_hit_count <
StrLength(expected_step_sequence));
const int argc = 2;
v8::Local<v8::Value> argv[argc] = {exec_state,
v8::Integer::New(CcTest::isolate(), 0)};
v8::Local<v8::Context> context = CcTest::isolate()->GetCurrentContext();
v8::Local<v8::Value> result =
frame_function_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsString());
v8::String::Utf8Value function_name(
result->ToString(context).ToLocalChecked());
CHECK_EQ(1, StrLength(*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(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(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.
CcTest::heap()->CollectGarbage(v8::internal::NEW_SPACE);
} else {
// Mark sweep compact.
CcTest::heap()->CollectAllGarbage();
}
}
}
// Debug event handler which re-issues a debug break and calls the garbage
// collector to have the heap verified.
static void DebugEventBreak(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(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.
CcTest::heap()->CollectGarbage(v8::internal::NEW_SPACE);
// Set the break flag again to come back here as soon as possible.
v8::Debug::DebugBreak(CcTest::isolate());
}
}
// Debug event handler which re-issues a debug break until a limit has been
// reached.
int max_break_point_hit_count = 0;
bool terminate_after_max_break_point_hit = false;
static void DebugEventBreakMax(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Isolate* v8_isolate = CcTest::isolate();
v8::internal::Isolate* isolate = CcTest::i_isolate();
v8::internal::Debug* debug = isolate->debug();
// When hitting a debug event listener there must be a break set.
CHECK_NE(debug->break_id(), 0);
if (event == v8::Break) {
if (break_point_hit_count < max_break_point_hit_count) {
// Count the number of breaks.
break_point_hit_count++;
// Set the break flag again to come back here as soon as possible.
v8::Debug::DebugBreak(v8_isolate);
} else if (terminate_after_max_break_point_hit) {
// Terminate execution after the last break if requested.
v8_isolate->TerminateExecution();
}
// Perform a full deoptimization when the specified number of
// breaks have been hit.
if (break_point_hit_count == break_point_hit_count_deoptimize) {
i::Deoptimizer::DeoptimizeAll(isolate);
}
}
}
// --- 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::Local<v8::Message> message,
v8::Local<v8::Value> data) {
message_callback_count++;
}
// --- T h e A c t u a l T e s t s
// Test that the debug info in the VM is in sync with the functions being
// debugged.
TEST(DebugInfo) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// 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));
EnableDebugger(env->GetIsolate());
// 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);
DisableDebugger(env->GetIsolate());
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;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){bar=0;}", "foo");
// Run without breakpoints.
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint
int bp = SetBreakPoint(foo, 0);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that a break point can be set at an IC load location.
TEST(BreakPointICLoad) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
CompileRunChecked(env->GetIsolate(), "bar=1");
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){var x=bar;}", "foo");
// Run without breakpoints.
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint.
int bp = SetBreakPoint(foo, 0);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that a break point can be set at an IC call location.
TEST(BreakPointICCall) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
CompileRunChecked(env->GetIsolate(), "function bar(){}");
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){bar();}", "foo");
// Run without breakpoints.
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint
int bp = SetBreakPoint(foo, 0);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that a break point can be set at an IC call location and survive a GC.
TEST(BreakPointICCallWithGC) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointCollectGarbage);
CompileRunChecked(env->GetIsolate(), "function bar(){return 1;}");
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){return bar();}", "foo");
v8::Local<v8::Context> context = env.context();
// Run without breakpoints.
CHECK_EQ(1, foo->Call(context, env->Global(), 0, NULL)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint.
int bp = SetBreakPoint(foo, 0);
CHECK_EQ(1, foo->Call(context, env->Global(), 0, NULL)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(1, foo->Call(context, env->Global(), 0, NULL)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that a break point can be set at an IC call location and survive a GC.
TEST(BreakPointConstructCallWithGC) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointCollectGarbage);
CompileRunChecked(env->GetIsolate(), "function bar(){ this.x = 1;}");
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){return new bar(1).x;}", "foo");
v8::Local<v8::Context> context = env.context();
// Run without breakpoints.
CHECK_EQ(1, foo->Call(context, env->Global(), 0, NULL)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint.
int bp = SetBreakPoint(foo, 0);
CHECK_EQ(1, foo->Call(context, env->Global(), 0, NULL)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(1, foo->Call(context, env->Global(), 0, NULL)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
CHECK_EQ(2, break_point_hit_count);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that a break point can be set at a return store location.
TEST(BreakPointReturn) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// 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(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){}", "foo");
v8::Local<v8::Context> context = env.context();
// Run without breakpoints.
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Run with breakpoint
int bp = SetBreakPoint(foo, 0);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(0, last_source_line);
CHECK_EQ(15, last_source_column);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ(0, last_source_line);
CHECK_EQ(15, last_source_column);
// Run without breakpoints.
ClearBreakPoint(bp);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
static void CallWithBreakPoints(v8::Local<v8::Context> context,
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(context, recv, 0, NULL).ToLocalChecked();
CHECK_EQ((i + 1) * break_point_count, break_point_hit_count);
}
}
// Test GC during break point processing.
TEST(GCDuringBreakPointProcessing) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointCollectGarbage);
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(context, 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(context, 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(context, env->Global(), foo, 1, 10);
// Test return break point with garbage collection.
foo = CompileFunction(&env, "function foo(){}", "foo");
SetBreakPoint(foo, 0);
CallWithBreakPoints(context, env->Global(), foo, 1, 25);
// Test debug break slot break point with garbage collection.
foo = CompileFunction(&env, "function foo(){var a;}", "foo");
SetBreakPoint(foo, 0);
CallWithBreakPoints(context, env->Global(), foo, 1, 25);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// 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::Context> context,
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(context, recv, 0, NULL).ToLocalChecked();
CHECK_EQ(1 + i * 3, break_point_hit_count);
// Scavenge and call function.
CcTest::heap()->CollectGarbage(v8::internal::NEW_SPACE);
f->Call(context, recv, 0, NULL).ToLocalChecked();
CHECK_EQ(2 + i * 3, break_point_hit_count);
// Mark sweep (and perhaps compact) and call function.
CcTest::heap()->CollectAllGarbage();
f->Call(context, recv, 0, NULL).ToLocalChecked();
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;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Function> foo;
// Test IC store break point with garbage collection.
{
CompileFunction(&env, "function foo(){}", "foo");
foo = CompileFunction(&env, "function foo(){bar=0;}", "foo");
SetBreakPoint(foo, 0);
}
CallAndGC(context, env->Global(), foo);
// Test IC load break point with garbage collection.
{
CompileFunction(&env, "function foo(){}", "foo");
foo = CompileFunction(&env, "bar=1;function foo(){var x=bar;}", "foo");
SetBreakPoint(foo, 0);
}
CallAndGC(context, env->Global(), foo);
// Test IC call break point with garbage collection.
{
CompileFunction(&env, "function foo(){}", "foo");
foo = CompileFunction(&env,
"function bar(){};function foo(){bar();}",
"foo");
SetBreakPoint(foo, 0);
}
CallAndGC(context, env->Global(), foo);
// Test return break point with garbage collection.
{
CompileFunction(&env, "function foo(){}", "foo");
foo = CompileFunction(&env, "function foo(){}", "foo");
SetBreakPoint(foo, 0);
}
CallAndGC(context, env->Global(), foo);
// Test non IC break point with garbage collection.
{
CompileFunction(&env, "function foo(){}", "foo");
foo = CompileFunction(&env, "function foo(){var bar=0;}", "foo");
SetBreakPoint(foo, 0);
}
CallAndGC(context, env->Global(), foo);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that break points can be set using the global Debug object.
TEST(BreakPointThroughJavaScript) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
env.ExposeDebug();
v8::Debug::SetDebugEventListener(isolate, DebugEventBreakPointHitCount);
CompileRunChecked(isolate, "function bar(){}");
CompileFunction(isolate, "function foo(){bar();bar();}", "foo");
// 012345678901234567890
// 1 2
// Break points are set at position 3 and 9
v8::Local<v8::String> source = v8_str(env->GetIsolate(), "foo()");
v8::Local<v8::Script> foo =
v8::Script::Compile(context, source).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Run with one breakpoint
int bp1 = SetBreakPointFromJS(env->GetIsolate(), "foo", 0, 3);
foo->Run(context).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
foo->Run(context).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Run with two breakpoints
int bp2 = SetBreakPointFromJS(env->GetIsolate(), "foo", 0, 9);
foo->Run(context).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
foo->Run(context).ToLocalChecked();
CHECK_EQ(6, break_point_hit_count);
// Run with one breakpoint
ClearBreakPointFromJS(env->GetIsolate(), bp2);
foo->Run(context).ToLocalChecked();
CHECK_EQ(7, break_point_hit_count);
foo->Run(context).ToLocalChecked();
CHECK_EQ(8, break_point_hit_count);
// Run without breakpoints.
ClearBreakPointFromJS(env->GetIsolate(), bp1);
foo->Run(context).ToLocalChecked();
CHECK_EQ(8, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
// 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;
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
env.ExposeDebug();
v8::Debug::SetDebugEventListener(isolate, DebugEventBreakPointHitCount);
v8::Local<v8::String> script = v8_str(isolate,
"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_str(isolate, "test"));
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Local<v8::Function> f = v8::Local<v8::Function>::Cast(
env->Global()->Get(context, v8_str(isolate, "f")).ToLocalChecked());
v8::Local<v8::Function> g = v8::Local<v8::Function>::Cast(
env->Global()->Get(context, v8_str(isolate, "g")).ToLocalChecked());
// Call f and g without break points.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 12.
int sbp1 = SetScriptBreakPointByNameFromJS(isolate, "test", 12, 0);
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
// Remove the break point again.
break_point_hit_count = 0;
ClearBreakPointFromJS(env->GetIsolate(), sbp1);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 2.
int sbp2 = SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test", 2, 0);
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
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(isolate, "test", 4, 0);
int sbp4 = SetScriptBreakPointByNameFromJS(isolate, "test", 12, 0);
int sbp5 = SetScriptBreakPointByNameFromJS(isolate, "test", 14, 0);
int sbp6 = SetScriptBreakPointByNameFromJS(isolate, "test", 15, 0);
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(7, break_point_hit_count);
// Remove all the break points again.
break_point_hit_count = 0;
ClearBreakPointFromJS(isolate, sbp2);
ClearBreakPointFromJS(isolate, sbp3);
ClearBreakPointFromJS(isolate, sbp4);
ClearBreakPointFromJS(isolate, sbp5);
ClearBreakPointFromJS(isolate, sbp6);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
// 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;
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
env.ExposeDebug();
v8::Debug::SetDebugEventListener(isolate, DebugEventBreakPointHitCount);
v8::Local<v8::String> source = v8_str(isolate,
"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_str(isolate, "test"));
v8::Local<v8::Script> script =
v8::Script::Compile(context, source, &origin).ToLocalChecked();
script->Run(context).ToLocalChecked();
v8::Local<v8::Function> f = v8::Local<v8::Function>::Cast(
env->Global()->Get(context, v8_str(isolate, "f")).ToLocalChecked());
v8::Local<v8::Function> g = v8::Local<v8::Function>::Cast(
env->Global()->Get(context, v8_str(isolate, "g")).ToLocalChecked());
// Get the script id knowing that internally it is a 32 integer.
int script_id = script->GetUnboundScript()->GetId();
// Call f and g without break points.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 12.
int sbp1 = SetScriptBreakPointByIdFromJS(env->GetIsolate(), script_id, 12, 0);
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
// Remove the break point again.
break_point_hit_count = 0;
ClearBreakPointFromJS(env->GetIsolate(), sbp1);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Call f and g with break point on line 2.
int sbp2 = SetScriptBreakPointByIdFromJS(env->GetIsolate(), script_id, 2, 0);
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
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(env->GetIsolate(), script_id, 4, 0);
int sbp4 = SetScriptBreakPointByIdFromJS(env->GetIsolate(), script_id, 12, 0);
int sbp5 = SetScriptBreakPointByIdFromJS(env->GetIsolate(), script_id, 14, 0);
int sbp6 = SetScriptBreakPointByIdFromJS(env->GetIsolate(), script_id, 15, 0);
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(7, break_point_hit_count);
// Remove all the break points again.
break_point_hit_count = 0;
ClearBreakPointFromJS(env->GetIsolate(), sbp2);
ClearBreakPointFromJS(env->GetIsolate(), sbp3);
ClearBreakPointFromJS(env->GetIsolate(), sbp4);
ClearBreakPointFromJS(env->GetIsolate(), sbp5);
ClearBreakPointFromJS(env->GetIsolate(), sbp6);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
// 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;
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
env.ExposeDebug();
v8::Debug::SetDebugEventListener(isolate, DebugEventBreakPointHitCount);
v8::Local<v8::String> script = v8_str(isolate,
"function f() {\n"
" a = 0; // line 1\n"
"};");
// Compile the script and get function f.
v8::ScriptOrigin origin = v8::ScriptOrigin(v8_str(isolate, "test"));
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Local<v8::Function> f = v8::Local<v8::Function>::Cast(
env->Global()->Get(context, v8_str(isolate, "f")).ToLocalChecked());
// Set script break point on line 1 (in function f).
int sbp = SetScriptBreakPointByNameFromJS(isolate, "test", 1, 0);
// Call f while enabeling and disabling the script break point.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
DisableScriptBreakPointFromJS(isolate, sbp);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
EnableScriptBreakPointFromJS(isolate, sbp);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
DisableScriptBreakPointFromJS(isolate, sbp);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Reload the script and get f again checking that the disabling survives.
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()->Get(context, v8_str(isolate, "f")).ToLocalChecked());
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
EnableScriptBreakPointFromJS(isolate, sbp);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(3, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
// Test conditional script break points.
TEST(ConditionalScriptBreakPoint) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::String> script = v8_str(env->GetIsolate(),
"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::Local<v8::Context> context = env.context();
v8::ScriptOrigin origin = v8::ScriptOrigin(v8_str(env->GetIsolate(), "test"));
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Local<v8::Function> f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
// Set script break point on line 5 (in function g).
int sbp1 = SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test", 5, 0);
// Call f with different conditions on the script break point.
break_point_hit_count = 0;
ChangeScriptBreakPointConditionFromJS(env->GetIsolate(), sbp1, "false");
f->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
ChangeScriptBreakPointConditionFromJS(env->GetIsolate(), sbp1, "true");
break_point_hit_count = 0;
f->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
ChangeScriptBreakPointConditionFromJS(env->GetIsolate(), sbp1, "x % 2 == 0");
break_point_hit_count = 0;
for (int i = 0; i < 10; i++) {
f->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
}
CHECK_EQ(5, break_point_hit_count);
// Reload the script and get f again checking that the condition survives.
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
break_point_hit_count = 0;
for (int i = 0; i < 10; i++) {
f->Call(env.context(), env->Global(), 0, NULL).ToLocalChecked();
}
CHECK_EQ(5, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that script break points survive when a script is reloaded.
TEST(ScriptBreakPointReload) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> f;
v8::Local<v8::String> script = v8_str(env->GetIsolate(),
"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_str(env->GetIsolate(), "1"));
v8::ScriptOrigin origin_2 = v8::ScriptOrigin(v8_str(env->GetIsolate(), "2"));
// Set a script break point before the script is loaded.
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "1", 2, 0);
// Compile the script and get the function.
v8::Script::Compile(context, script, &origin_1)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
// Compile the script again with a different script data and get the
// function.
v8::Script::Compile(context, script, &origin_2)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
// Call f and check that no break points are set.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Compile the script again and get the function.
v8::Script::Compile(context, script, &origin_1)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test when several scripts has the same script data
TEST(ScriptBreakPointMultiple) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> f;
v8::Local<v8::String> script_f = v8_str(env->GetIsolate(),
"function f() {\n"
" a = 0; // line 1\n"
"}");
v8::Local<v8::Function> g;
v8::Local<v8::String> script_g = v8_str(env->GetIsolate(),
"function g() {\n"
" b = 0; // line 1\n"
"}");
v8::ScriptOrigin origin = v8::ScriptOrigin(v8_str(env->GetIsolate(), "test"));
// Set a script break point before the scripts are loaded.
int sbp = SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test", 1, 0);
// Compile the scripts with same script data and get the functions.
v8::Script::Compile(context, script_f, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
v8::Script::Compile(context, script_g, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
g = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "g"))
.ToLocalChecked());
// Call f and g and check that the script break point is active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Clear the script break point.
ClearBreakPointFromJS(env->GetIsolate(), sbp);
// Call f and g and check that the script break point is no longer active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Set script break point with the scripts loaded.
sbp = SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test", 1, 0);
// Call f and g and check that the script break point is active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test the script origin which has both name and line offset.
TEST(ScriptBreakPointLineOffset) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> f;
v8::Local<v8::String> script =
v8_str(env->GetIsolate(),
"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_str(env->GetIsolate(), "test.html"),
v8::Integer::New(env->GetIsolate(), 7));
// Set two script break points before the script is loaded.
int sbp1 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 8, 0);
int sbp2 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 9, 0);
// Compile the script and get the function.
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Clear the script break points.
ClearBreakPointFromJS(env->GetIsolate(), sbp1);
ClearBreakPointFromJS(env->GetIsolate(), sbp2);
// Call f and check that no script break points are active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Set a script break point with the script loaded.
sbp1 = SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 9, 0);
// Call f and check that the script break point is active.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test script break points set on lines.
TEST(ScriptBreakPointLine) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
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(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> f;
v8::Local<v8::Function> g;
v8::Local<v8::String> script =
v8_str(env->GetIsolate(),
"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(env->GetIsolate(), "test.html", 0, -1);
int sbp2 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 1, -1);
int sbp3 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 5, -1);
// Compile the script and get the function.
break_point_hit_count = 0;
v8::ScriptOrigin origin(v8_str(env->GetIsolate(), "test.html"),
v8::Integer::New(env->GetIsolate(), 0));
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
g = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "g"))
.ToLocalChecked());
// Check that a break point was hit when the script was run.
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(0, StrLength(last_function_hit));
// Call f and check that the script break point.
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ(0, strcmp("f", last_function_hit));
// Call g and check that the script break point.
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(3, break_point_hit_count);
CHECK_EQ(0, strcmp("g", last_function_hit));
// Clear the script break point on g and set one on h.
ClearBreakPointFromJS(env->GetIsolate(), sbp3);
int sbp4 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 6, -1);
// Call g and check that the script break point in h is hit.
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
CHECK_EQ(0, strcmp("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(env->GetIsolate(), sbp2);
ClearBreakPointFromJS(env->GetIsolate(), sbp4);
int sbp5 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 4, -1);
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Reload the script which should hit two break points.
break_point_hit_count = 0;
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ(0, StrLength(last_function_hit));
// Set a break point in the code after the last function decleration.
int sbp6 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 12, -1);
// Reload the script which should hit three break points.
break_point_hit_count = 0;
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
CHECK_EQ(3, break_point_hit_count);
CHECK_EQ(0, StrLength(last_function_hit));
// Clear the last break points, and reload the script which should not hit any
// break points.
ClearBreakPointFromJS(env->GetIsolate(), sbp1);
ClearBreakPointFromJS(env->GetIsolate(), sbp5);
ClearBreakPointFromJS(env->GetIsolate(), sbp6);
break_point_hit_count = 0;
v8::Script::Compile(context, script, &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test top level script break points set on lines.
TEST(ScriptBreakPointLineTopLevel) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::String> script =
v8_str(env->GetIsolate(),
"function f() {\n"
" a = 1; // line 1\n"
"}\n"
"a = 2; // line 3\n");
v8::Local<v8::Function> f;
{
v8::HandleScope scope(env->GetIsolate());
CompileRunWithOrigin(script, "test.html");
}
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
CcTest::heap()->CollectAllGarbage();
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 3, -1);
// Call f and check that there was no break points.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Recompile and run script and check that break point was hit.
break_point_hit_count = 0;
CompileRunWithOrigin(script, "test.html");
CHECK_EQ(1, break_point_hit_count);
// Call f and check that there are still no break points.
break_point_hit_count = 0;
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that it is possible to add and remove break points in a top level
// function which has no references but has not been collected yet.
TEST(ScriptBreakPointTopLevelCrash) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::String> script_source = v8_str(env->GetIsolate(),
"function f() {\n"
" return 0;\n"
"}\n"
"f()");
int sbp1 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 3, -1);
{
v8::HandleScope scope(env->GetIsolate());
break_point_hit_count = 0;
CompileRunWithOrigin(script_source, "test.html");
CHECK_EQ(1, break_point_hit_count);
}
int sbp2 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), "test.html", 3, -1);
ClearBreakPointFromJS(env->GetIsolate(), sbp1);
ClearBreakPointFromJS(env->GetIsolate(), sbp2);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that it is possible to remove the last break point for a function
// inside the break handling of that break point.
TEST(RemoveBreakPointInBreak) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){a=1;}", "foo");
// Register the debug event listener pasing the function
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventRemoveBreakPoint, foo);
debug_event_remove_break_point = SetBreakPoint(foo, 0);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that the debugger statement causes a break.
TEST(DebuggerStatement) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
v8::Script::Compile(context,
v8_str(env->GetIsolate(), "function bar(){debugger}"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Script::Compile(
context, v8_str(env->GetIsolate(), "function foo(){debugger;debugger;}"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Local<v8::Function> foo = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "foo"))
.ToLocalChecked());
v8::Local<v8::Function> bar = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "bar"))
.ToLocalChecked());
// Run function with debugger statement
bar->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
// Run function with two debugger statement
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(3, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test setting a breakpoint on the debugger statement.
TEST(DebuggerStatementBreakpoint) {
break_point_hit_count = 0;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Script::Compile(context,
v8_str(env->GetIsolate(), "function foo(){debugger;}"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Local<v8::Function> foo = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "foo"))
.ToLocalChecked());
// The debugger statement triggers breakpoint hit
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
int bp = SetBreakPoint(foo, 0);
// Set breakpoint does not duplicate hits
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
ClearBreakPoint(bp);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that the evaluation of expressions when a break point is hit generates
// the correct results.
TEST(DebugEvaluate) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
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(isolate, 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(isolate)},
{"a", v8::Undefined(isolate)},
{NULL, v8::Local<v8::Value>()}};
struct EvaluateCheck checks_hu[] = {
{"x", v8_str(env->GetIsolate(), "Hello, world!")},
{"a", v8::Undefined(isolate)},
{NULL, v8::Local<v8::Value>()}};
struct EvaluateCheck checks_hh[] = {
{"x", v8_str(env->GetIsolate(), "Hello, world!")},
{"a", v8_str(env->GetIsolate(), "Hello, world!")},
{NULL, v8::Local<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 foo 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 1.
" a=x;"
" y=0;" // To ensure break location 2.
"}",
"foo");
const int foo_break_position_1 = 15;
const int foo_break_position_2 = 29;
v8::Local<v8::Context> context = env.context();
// Arguments with one parameter "Hello, world!"
v8::Local<v8::Value> argv_foo[1] = {
v8_str(env->GetIsolate(), "Hello, world!")};
// Call foo with breakpoint set before a=x and undefined as parameter.
int bp = SetBreakPoint(foo, foo_break_position_1);
checks = checks_uu;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Call foo with breakpoint set before a=x and parameter "Hello, world!".
checks = checks_hu;
foo->Call(context, env->Global(), 1, argv_foo).ToLocalChecked();
// Call foo with breakpoint set after a=x and parameter "Hello, world!".
ClearBreakPoint(bp);
SetBreakPoint(foo, foo_break_position_2);
checks = checks_hh;
foo->Call(context, env->Global(), 1, argv_foo).ToLocalChecked();
// Test that overriding Object.prototype will not interfere into evaluation
// on call frame.
v8::Local<v8::Function> zoo =
CompileFunction(&env,
"x = undefined;"
"function zoo(t) {"
" var a=x;"
" Object.prototype.x = 42;"
" x=t;"
" y=0;" // To ensure break location.
" delete Object.prototype.x;"
" x=a;"
"}",
"zoo");
const int zoo_break_position = 50;
// Arguments with one parameter "Hello, world!"
v8::Local<v8::Value> argv_zoo[1] = {
v8_str(env->GetIsolate(), "Hello, world!")};
// Call zoo with breakpoint set at y=0.
DebugEventCounterClear();
bp = SetBreakPoint(zoo, zoo_break_position);
checks = checks_hu;
zoo->Call(context, env->Global(), 1, argv_zoo).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
ClearBreakPoint(bp);
// 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::Local<v8::Value> argv_bar_1[2] = {
v8::Undefined(isolate), v8::Number::New(isolate, barbar_break_position)};
bar->Call(context, env->Global(), 2, argv_bar_1).ToLocalChecked();
// Call bar setting breakpoint before a=x in barbar and parameter
// "Hello, world!".
checks = checks_hu;
v8::Local<v8::Value> argv_bar_2[2] = {
v8_str(env->GetIsolate(), "Hello, world!"),
v8::Number::New(env->GetIsolate(), barbar_break_position)};
bar->Call(context, env->Global(), 2, argv_bar_2).ToLocalChecked();
// Call bar setting breakpoint after a=x in barbar and parameter
// "Hello, world!".
checks = checks_hh;
v8::Local<v8::Value> argv_bar_3[2] = {
v8_str(env->GetIsolate(), "Hello, world!"),
v8::Number::New(env->GetIsolate(), barbar_break_position + 1)};
bar->Call(context, env->Global(), 2, argv_bar_3).ToLocalChecked();
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
int debugEventCount = 0;
static void CheckDebugEvent(const v8::Debug::EventDetails& eventDetails) {
if (eventDetails.GetEvent() == v8::Break) ++debugEventCount;
}
// Test that the conditional breakpoints work event if code generation from
// strings is prohibited in the debugee context.
TEST(ConditionalBreakpointWithCodeGenerationDisallowed) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(), CheckDebugEvent);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> foo = CompileFunction(&env,
"function foo(x) {\n"
" var s = 'String value2';\n"
" return s + x;\n"
"}",
"foo");
// Set conditional breakpoint with condition 'true'.
CompileRun("debug.Debug.setBreakPoint(foo, 2, 0, 'true')");
debugEventCount = 0;
env->AllowCodeGenerationFromStrings(false);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, debugEventCount);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
bool checkedDebugEvals = true;
v8::Local<v8::Function> checkGlobalEvalFunction;
v8::Local<v8::Function> checkFrameEvalFunction;
static void CheckDebugEval(const v8::Debug::EventDetails& eventDetails) {
if (eventDetails.GetEvent() == v8::Break) {
++debugEventCount;
v8::HandleScope handleScope(CcTest::isolate());
v8::Local<v8::Value> args[] = {eventDetails.GetExecutionState()};
CHECK(
checkGlobalEvalFunction->Call(eventDetails.GetEventContext(),
eventDetails.GetEventContext()->Global(),
1, args)
.ToLocalChecked()
->IsTrue());
CHECK(checkFrameEvalFunction->Call(eventDetails.GetEventContext(),
eventDetails.GetEventContext()->Global(),
1, args)
.ToLocalChecked()
->IsTrue());
}
}
// Test that the evaluation of expressions when a break point is hit generates
// the correct results in case code generation from strings is disallowed in the
// debugee context.
TEST(DebugEvaluateWithCodeGenerationDisallowed) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(), CheckDebugEval);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> foo = CompileFunction(&env,
"var global = 'Global';\n"
"function foo(x) {\n"
" var local = 'Local';\n"
" debugger;\n"
" return local + x;\n"
"}",
"foo");
checkGlobalEvalFunction = CompileFunction(&env,
"function checkGlobalEval(exec_state) {\n"
" return exec_state.evaluateGlobal('global').value() === 'Global';\n"
"}",
"checkGlobalEval");
checkFrameEvalFunction = CompileFunction(&env,
"function checkFrameEval(exec_state) {\n"
" return exec_state.frame(0).evaluate('local').value() === 'Local';\n"
"}",
"checkFrameEval");
debugEventCount = 0;
env->AllowCodeGenerationFromStrings(false);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, debugEventCount);
checkGlobalEvalFunction.Clear();
checkFrameEvalFunction.Clear();
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// 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, int output_len = -1) {
if (output_len >= 0) {
if (length > output_len - 1) {
length = output_len - 1;
}
}
for (int i = 0; i < length; ++i) {
output_buffer[i] = static_cast<char>(input_buffer[i]);
}
output_buffer[length] = '\0';
return length;
}
// We match parts of the message to get evaluate result int value.
bool GetEvaluateStringResult(char *message, char* buffer, int buffer_size) {
if (strstr(message, "\"command\":\"evaluate\"") == NULL) {
return false;
}
const char* prefix = "\"text\":\"";
char* pos1 = strstr(message, prefix);
if (pos1 == NULL) {
return false;
}
pos1 += strlen(prefix);
char* pos2 = strchr(pos1, '"');
if (pos2 == NULL) {
return false;
}
Vector<char> buf(buffer, buffer_size);
int len = static_cast<int>(pos2 - pos1);
if (len > buffer_size - 1) {
len = buffer_size - 1;
}
StrNCpy(buf, pos1, len);
buffer[buffer_size - 1] = '\0';
return true;
}
struct EvaluateResult {
static const int kBufferSize = 20;
char buffer[kBufferSize];
};
struct DebugProcessDebugMessagesData {
static const int kArraySize = 5;
int counter;
EvaluateResult results[kArraySize];
void reset() {
counter = 0;
}
EvaluateResult* current() {
return &results[counter % kArraySize];
}
void next() {
counter++;
}
};
DebugProcessDebugMessagesData process_debug_messages_data;
static void DebugProcessDebugMessagesHandler(
const v8::Debug::Message& message) {
v8::Local<v8::String> json = message.GetJSON();
v8::String::Utf8Value utf8(json);
EvaluateResult* array_item = process_debug_messages_data.current();
bool res = GetEvaluateStringResult(*utf8,
array_item->buffer,
EvaluateResult::kBufferSize);
if (res) {
process_debug_messages_data.next();
}
}
// Test that the evaluation of expressions works even from ProcessDebugMessages
// i.e. with empty stack.
TEST(DebugEvaluateWithoutStack) {
DebugLocalContext env;
v8::Debug::SetMessageHandler(env->GetIsolate(),
DebugProcessDebugMessagesHandler);
v8::HandleScope scope(env->GetIsolate());
const char* source =
"var v1 = 'Pinguin';\n function getAnimal() { return 'Capy' + 'bara'; }";
v8::Local<v8::Context> context = env.context();
v8::Script::Compile(context, v8_str(env->GetIsolate(), source))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Debug::ProcessDebugMessages(env->GetIsolate());
const int kBufferSize = 1000;
uint16_t buffer[kBufferSize];
const char* command_111 = "{\"seq\":111,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{"
" \"global\":true,"
" \"expression\":\"v1\",\"disable_break\":true"
"}}";
v8::Isolate* isolate = CcTest::isolate();
v8::Debug::SendCommand(isolate, buffer, AsciiToUtf16(command_111, buffer));
const char* command_112 = "{\"seq\":112,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{"
" \"global\":true,"
" \"expression\":\"getAnimal()\",\"disable_break\":true"
"}}";
v8::Debug::SendCommand(isolate, buffer, AsciiToUtf16(command_112, buffer));
const char* command_113 = "{\"seq\":113,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{"
" \"global\":true,"
" \"expression\":\"239 + 566\",\"disable_break\":true"
"}}";
v8::Debug::SendCommand(isolate, buffer, AsciiToUtf16(command_113, buffer));
v8::Debug::ProcessDebugMessages(isolate);
CHECK_EQ(3, process_debug_messages_data.counter);
CHECK_EQ(strcmp("Pinguin", process_debug_messages_data.results[0].buffer), 0);
CHECK_EQ(strcmp("Capybara", process_debug_messages_data.results[1].buffer),
0);
CHECK_EQ(strcmp("805", process_debug_messages_data.results[2].buffer), 0);
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Simple test of the stepping mechanism using only store ICs.
TEST(DebugStepLinear) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Create a function for testing stepping.
v8::Local<v8::Function> foo = CompileFunction(&env,
"function foo(){a=1;b=1;c=1;}",
"foo");
// Run foo to allow it to get optimized.
CompileRun("a=0; b=0; c=0; foo();");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
SetBreakPoint(foo, 3);
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Context> context = env.context();
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// With stepping all break locations are hit.
CHECK_EQ(4, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
SetBreakPoint(foo, 3);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Without stepping only active break points are hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test of the stepping mechanism for keyed load in a loop.
TEST(DebugStepKeyedLoadLoop) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
// 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"
"y=0\n",
"foo");
v8::Local<v8::Context> context = env.context();
// Create array [0,1,2,3,4,5,6,7,8,9]
v8::Local<v8::Array> a = v8::Array::New(env->GetIsolate(), 10);
for (int i = 0; i < 10; i++) {
CHECK(a->Set(context, v8::Number::New(env->GetIsolate(), i),
v8::Number::New(env->GetIsolate(), i))
.FromJust());
}
// Call function without any break points to ensure inlining is in place.
const int kArgc = 1;
v8::Local<v8::Value> args[kArgc] = {a};
foo->Call(context, env->Global(), kArgc, args).ToLocalChecked();
// Set up break point and step through the function.
SetBreakPoint(foo, 3);
step_action = StepNext;
break_point_hit_count = 0;
foo->Call(context, env->Global(), kArgc, args).ToLocalChecked();
// With stepping all break locations are hit.
CHECK_EQ(44, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test of the stepping mechanism for keyed store in a loop.
TEST(DebugStepKeyedStoreLoop) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
// 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"
"y=0\n",
"foo");
v8::Local<v8::Context> context = env.context();
// Create array [0,1,2,3,4,5,6,7,8,9]
v8::Local<v8::Array> a = v8::Array::New(env->GetIsolate(), 10);
for (int i = 0; i < 10; i++) {
CHECK(a->Set(context, v8::Number::New(env->GetIsolate(), i),
v8::Number::New(env->GetIsolate(), i))
.FromJust());
}
// Call function without any break points to ensure inlining is in place.
const int kArgc = 1;
v8::Local<v8::Value> args[kArgc] = {a};
foo->Call(context, env->Global(), kArgc, args).ToLocalChecked();
// Set up break point and step through the function.
SetBreakPoint(foo, 3);
step_action = StepNext;
break_point_hit_count = 0;
foo->Call(context, env->Global(), kArgc, args).ToLocalChecked();
// With stepping all break locations are hit.
CHECK_EQ(44, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test of the stepping mechanism for named load in a loop.
TEST(DebugStepNamedLoadLoop) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping of named load.
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function foo() {\n"
" var a = [];\n"
" var s = \"\";\n"
" for (var i = 0; i < 10; i++) {\n"
" var v = new V(i, i + 1);\n"
" v.y;\n"
" a.length;\n" // Special case: array length.
" s.length;\n" // Special case: string length.
" }\n"
"}\n"
"function V(x, y) {\n"
" this.x = x;\n"
" this.y = y;\n"
"}\n",
"foo");
// Call function without any break points to ensure inlining is in place.
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Set up break point and step through the function.
SetBreakPoint(foo, 4);
step_action = StepNext;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// With stepping all break locations are hit.
CHECK_EQ(65, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
static void DoDebugStepNamedStoreLoop(int expected) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
// Create a function for testing stepping of named store.
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function foo() {\n"
" var a = {a:1};\n"
" for (var i = 0; i < 10; i++) {\n"
" a.a = 2\n"
" }\n"
"}\n",
"foo");
// Call function without any break points to ensure inlining is in place.
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Set up break point and step through the function.
SetBreakPoint(foo, 3);
step_action = StepNext;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// With stepping all expected break locations are hit.
CHECK_EQ(expected, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test of the stepping mechanism for named load in a loop.
TEST(DebugStepNamedStoreLoop) { DoDebugStepNamedStoreLoop(34); }
// Test the stepping mechanism with different ICs.
TEST(DebugStepLinearMixedICs) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
// 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");
// Run functions to allow them to get optimized.
CompileRun("a=0; b=0; bar(); foo();");
SetBreakPoint(foo, 0);
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// With stepping all break locations are hit.
CHECK_EQ(10, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
SetBreakPoint(foo, 0);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Without stepping only active break points are hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DebugStepDeclarations) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src = "function foo() { "
" var a;"
" var b = 1;"
" var c = foo;"
" var d = Math.floor;"
" var e = b + d(1.2);"
"}"
"foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 0);
// Stepping through the declarations.
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(5, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DebugStepLocals) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src = "function foo() { "
" var a,b;"
" a = 1;"
" b = a + 2;"
" b = 1 + 2 + 3;"
" a = Math.floor(b);"
"}"
"foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 0);
// Stepping through the declarations.
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(5, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DebugStepIf) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const int argc = 1;
const char* src = "function foo(x) { "
" a = 1;"
" if (x) {"
" b = 1;"
" } else {"
" c = 1;"
" d = 1;"
" }"
"}"
"a=0; b=0; c=0; d=0; foo()";
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::Local<v8::Value> argv_true[argc] = {v8::True(isolate)};
foo->Call(context, env->Global(), argc, argv_true).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
// Stepping through the false part.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_false[argc] = {v8::False(isolate)};
foo->Call(context, env->Global(), argc, argv_false).ToLocalChecked();
CHECK_EQ(5, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(DebugStepSwitch) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
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;"
" f = 1;"
" break;"
" }"
"}"
"a=0; b=0; c=0; d=0; e=0; f=0; foo()";
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::Local<v8::Value> argv_1[argc] = {v8::Number::New(isolate, 1)};
foo->Call(context, env->Global(), argc, argv_1).ToLocalChecked();
CHECK_EQ(6, break_point_hit_count);
// Another case.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_2[argc] = {v8::Number::New(isolate, 2)};
foo->Call(context, env->Global(), argc, argv_2).ToLocalChecked();
CHECK_EQ(5, break_point_hit_count);
// Last case.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_3[argc] = {v8::Number::New(isolate, 3)};
foo->Call(context, env->Global(), argc, argv_3).ToLocalChecked();
CHECK_EQ(7, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(DebugStepWhile) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const int argc = 1;
const char* src = "function foo(x) { "
" var a = 0;"
" while (a < x) {"
" a++;"
" }"
"}"
"foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 8); // "var a = 0;"
// Looping 0 times. We still should break at the while-condition once.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_0[argc] = {v8::Number::New(isolate, 0)};
foo->Call(context, env->Global(), argc, argv_0).ToLocalChecked();
CHECK_EQ(3, break_point_hit_count);
// Looping 10 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_10[argc] = {v8::Number::New(isolate, 10)};
foo->Call(context, env->Global(), argc, argv_10).ToLocalChecked();
CHECK_EQ(23, break_point_hit_count);
// Looping 100 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_100[argc] = {v8::Number::New(isolate, 100)};
foo->Call(context, env->Global(), argc, argv_100).ToLocalChecked();
CHECK_EQ(203, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(DebugStepDoWhile) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const int argc = 1;
const char* src = "function foo(x) { "
" var a = 0;"
" do {"
" a++;"
" } while (a < x)"
"}"
"foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 8); // "var a = 0;"
// Looping 0 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_0[argc] = {v8::Number::New(isolate, 0)};
foo->Call(context, env->Global(), argc, argv_0).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
// Looping 10 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_10[argc] = {v8::Number::New(isolate, 10)};
foo->Call(context, env->Global(), argc, argv_10).ToLocalChecked();
CHECK_EQ(22, break_point_hit_count);
// Looping 100 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_100[argc] = {v8::Number::New(isolate, 100)};
foo->Call(context, env->Global(), argc, argv_100).ToLocalChecked();
CHECK_EQ(202, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(DebugStepFor) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const int argc = 1;
const char* src = "function foo(x) { "
" a = 1;"
" for (i = 0; i < x; i++) {"
" b = 1;"
" }"
"}"
"a=0; b=0; i=0; foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 8); // "a = 1;"
// Looping 0 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_0[argc] = {v8::Number::New(isolate, 0)};
foo->Call(context, env->Global(), argc, argv_0).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
// Looping 10 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_10[argc] = {v8::Number::New(isolate, 10)};
foo->Call(context, env->Global(), argc, argv_10).ToLocalChecked();
CHECK_EQ(34, break_point_hit_count);
// Looping 100 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_100[argc] = {v8::Number::New(isolate, 100)};
foo->Call(context, env->Global(), argc, argv_100).ToLocalChecked();
CHECK_EQ(304, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(DebugStepForContinue) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const int argc = 1;
const char* src = "function foo(x) { "
" var a = 0;"
" var b = 0;"
" var c = 0;"
" for (var i = 0; i < x; i++) {"
" a++;"
" if (a % 2 == 0) continue;"
" b++;"
" c++;"
" }"
" return b;"
"}"
"foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
v8::Local<v8::Value> result;
SetBreakPoint(foo, 8); // "var a = 0;"
// Each loop generates 4 or 5 steps depending on whether a is equal.
// Looping 10 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_10[argc] = {v8::Number::New(isolate, 10)};
result = foo->Call(context, env->Global(), argc, argv_10).ToLocalChecked();
CHECK_EQ(5, result->Int32Value(context).FromJust());
CHECK_EQ(62, break_point_hit_count);
// Looping 100 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_100[argc] = {v8::Number::New(isolate, 100)};
result = foo->Call(context, env->Global(), argc, argv_100).ToLocalChecked();
CHECK_EQ(50, result->Int32Value(context).FromJust());
CHECK_EQ(557, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(DebugStepForBreak) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const int argc = 1;
const char* src = "function foo(x) { "
" var a = 0;"
" var b = 0;"
" var c = 0;"
" for (var i = 0; i < 1000; i++) {"
" a++;"
" if (a == x) break;"
" b++;"
" c++;"
" }"
" return b;"
"}"
"foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
v8::Local<v8::Value> result;
SetBreakPoint(foo, 8); // "var a = 0;"
// Each loop generates 5 steps except for the last (when break is executed)
// which only generates 4.
// Looping 10 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_10[argc] = {v8::Number::New(isolate, 10)};
result = foo->Call(context, env->Global(), argc, argv_10).ToLocalChecked();
CHECK_EQ(9, result->Int32Value(context).FromJust());
CHECK_EQ(64, break_point_hit_count);
// Looping 100 times.
step_action = StepIn;
break_point_hit_count = 0;
v8::Local<v8::Value> argv_100[argc] = {v8::Number::New(isolate, 100)};
result = foo->Call(context, env->Global(), argc, argv_100).ToLocalChecked();
CHECK_EQ(99, result->Int32Value(context).FromJust());
CHECK_EQ(604, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(DebugStepForIn) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
v8::Local<v8::Function> foo;
const char* src_1 = "function foo() { "
" var a = [1, 2];"
" for (x in a) {"
" b = 0;"
" }"
"}"
"foo()";
foo = CompileFunction(&env, src_1, "foo");
SetBreakPoint(foo, 0); // "var a = ..."
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(8, break_point_hit_count);
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src_2 = "function foo() { "
" var a = {a:[1, 2, 3]};"
" for (x in a.a) {"
" b = 0;"
" }"
"}"
"foo()";
foo = CompileFunction(&env, src_2, "foo");
SetBreakPoint(foo, 0); // "var a = ..."
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(10, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DebugStepWith) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src = "function foo(x) { "
" var a = {};"
" with (a) {}"
" with (b) {}"
"}"
"foo()";
CHECK(env->Global()
->Set(context, v8_str(env->GetIsolate(), "b"),
v8::Object::New(env->GetIsolate()))
.FromJust());
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
v8::Local<v8::Value> result;
SetBreakPoint(foo, 8); // "var a = {};"
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DebugConditional) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src =
"function foo(x) { "
" return x ? 1 : 2;"
"}"
"foo()";
v8::Local<v8::Function> foo = CompileFunction(&env, src, "foo");
SetBreakPoint(foo, 0); // "var a;"
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
step_action = StepIn;
break_point_hit_count = 0;
const int argc = 1;
v8::Local<v8::Value> argv_true[argc] = {v8::True(isolate)};
foo->Call(context, env->Global(), argc, argv_true).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(StepInOutSimple) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// 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(env->GetIsolate(), DebugEventStepSequence);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src = "function a() {b();c();}; "
"function b() {c();}; "
"function c() {}; "
"a(); b(); 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(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(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(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(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(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(expected_step_sequence),
break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(StepInOutTree) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// 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(env->GetIsolate(), DebugEventStepSequence);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src = "function a() {b(c(d()),d());c(d());d()}; "
"function b(x,y) {c();}; "
"function c(x) {}; "
"function d() {}; "
"a(); b(); c(); 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(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(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(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(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(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(expected_step_sequence),
break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate(), true);
}
TEST(StepInOutBranch) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// 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(env->GetIsolate(), DebugEventStepSequence);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping. Run it to allow it to get
// optimized.
const char* src = "function a() {b(false);c();}; "
"function b(x) {if(x){c();};}; "
"function c() {}; "
"a(); b(); 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 = "abbaca";
a->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(expected_step_sequence),
break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that step in does not step into native functions.
TEST(DebugStepNatives) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// 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(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// With stepping all break locations are hit.
CHECK_EQ(3, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Without stepping only active break points are hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that step in works with function.apply.
TEST(DebugStepFunctionApply) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// 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(env->GetIsolate(), DebugEventStep);
v8::Local<v8::Context> context = env.context();
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// With stepping all break locations are hit.
CHECK_EQ(7, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Without stepping only the debugger statement is hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
// Test that step in works with function.call.
TEST(DebugStepFunctionCall) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
// 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(isolate, DebugEventStep);
step_action = StepIn;
// Check stepping where the if condition in bar is false.
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(6, break_point_hit_count);
// Check stepping where the if condition in bar is true.
break_point_hit_count = 0;
const int argc = 1;
v8::Local<v8::Value> argv[argc] = {v8::True(isolate)};
foo->Call(context, env->Global(), argc, argv).ToLocalChecked();
CHECK_EQ(8, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventBreakPointHitCount);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Without stepping only the debugger statement is hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
// Test that step in works with Function.call.apply.
TEST(DebugStepFunctionCallApply) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
// Create a function for testing stepping.
v8::Local<v8::Function> foo =
CompileFunction(&env,
"function bar() { }"
"function foo(){ debugger;"
" Function.call.apply(bar);"
" Function.call.apply(Function.call, "
"[Function.call, bar]);"
"}",
"foo");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventStep);
step_action = StepIn;
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(6, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
// Register a debug event listener which just counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventBreakPointHitCount);
break_point_hit_count = 0;
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Without stepping only the debugger statement is hit.
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
// Tests that breakpoint will be hit if it's set in script.
TEST(PauseInScript) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
// Register a debug event listener which counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventCounter);
v8::Local<v8::Context> context = env.context();
// Create a script that returns a function.
const char* src = "(function (evt) {})";
const char* script_name = "StepInHandlerTest";
// Set breakpoint in the script.
SetScriptBreakPointByNameFromJS(env->GetIsolate(), script_name, 0, -1);
break_point_hit_count = 0;
v8::ScriptOrigin origin(v8_str(env->GetIsolate(), script_name),
v8::Integer::New(env->GetIsolate(), 0));
v8::Local<v8::Script> script =
v8::Script::Compile(context, v8_str(env->GetIsolate(), src), &origin)
.ToLocalChecked();
v8::Local<v8::Value> r = script->Run(context).ToLocalChecked();
CHECK(r->IsFunction());
CHECK_EQ(1, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
static void DebugEventCounterCheck(int caught, int uncaught, int message) {
CHECK_EQ(caught, exception_hit_count);
CHECK_EQ(uncaught, uncaught_exception_hit_count);
CHECK_EQ(message, message_callback_count);
}
// 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) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Local<v8::Context> context = env.context();
// Create functions for testing break on exception.
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::Local<v8::Function> notCaughtFinally = CompileFunction(
&env, "function notCaughtFinally(){try{throws();}finally{}}",
"notCaughtFinally");
// In this edge case, even though this finally does not propagate the
// exception, the debugger considers this uncaught, since we want to break
// at the first throw for the general case where finally implicitly rethrows.
v8::Local<v8::Function> edgeCaseFinally = CompileFunction(
&env, "function caughtFinally(){L:try{throws();}finally{break L;}}",
"caughtFinally");
env->GetIsolate()->AddMessageListener(MessageCallbackCount);
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventCounter);
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
// Initial state should be no break on exceptions.
DebugEventCounterClear();
MessageCallbackCountClear();
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(0, 0, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(0, 0, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 2);
// No break on exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(false, false);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(0, 0, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(0, 0, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 2);
// Break on uncaught exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(false, true);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(1, 1, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(2, 2, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(3, 3, 2);
// Break on exception and uncaught exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(true, true);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(1, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(2, 1, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(3, 2, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(4, 3, 2);
// Break on exception
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnException(true, false);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(1, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(2, 1, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(3, 2, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(4, 3, 2);
// No break on exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(env->GetIsolate(), false, false);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(0, 0, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(0, 0, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 2);
// Break on uncaught exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(env->GetIsolate(), false, true);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(0, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(1, 1, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(2, 2, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(3, 3, 2);
// Break on exception and uncaught exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(env->GetIsolate(), true, true);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(1, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(2, 1, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(3, 2, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(4, 3, 2);
// Break on exception using JavaScript
DebugEventCounterClear();
MessageCallbackCountClear();
ChangeBreakOnExceptionFromJS(env->GetIsolate(), true, false);
caught->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(1, 0, 0);
CHECK(notCaught->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(2, 1, 1);
CHECK(notCaughtFinally->Call(context, env->Global(), 0, NULL).IsEmpty());
DebugEventCounterCheck(3, 2, 2);
edgeCaseFinally->Call(context, env->Global(), 0, NULL).ToLocalChecked();
DebugEventCounterCheck(4, 3, 2);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
env->GetIsolate()->RemoveMessageListeners(MessageCallbackCount);
}
static void try_finally_original_message(v8::Local<v8::Message> message,
v8::Local<v8::Value> data) {
v8::Local<v8::Context> context = CcTest::isolate()->GetCurrentContext();
CHECK_EQ(2, message->GetLineNumber(context).FromJust());
CHECK_EQ(2, message->GetStartColumn(context).FromJust());
message_callback_count++;
}
TEST(TryFinallyOriginalMessage) {
// Test that the debugger plays nicely with the pending message.
message_callback_count = 0;
DebugEventCounterClear();
DebugLocalContext env;
v8::Isolate* isolate = CcTest::isolate();
isolate->AddMessageListener(try_finally_original_message);
v8::Debug::SetDebugEventListener(isolate, DebugEventCounter);
ChangeBreakOnException(true, true);
v8::HandleScope scope(isolate);
CompileRun(
"try {\n"
" throw 1;\n"
"} finally {\n"
"}\n");
DebugEventCounterCheck(1, 1, 1);
v8::Debug::SetDebugEventListener(isolate, nullptr);
isolate->RemoveMessageListeners(try_finally_original_message);
}
TEST(EvalJSInDebugEventListenerOnNativeReThrownException) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
// Create functions for testing break on exception.
v8::Local<v8::Function> noThrowJS = CompileFunction(
&env, "function noThrowJS(){var a=[1]; a.push(2); return a.length;}",
"noThrowJS");
debug_event_listener_callback = noThrowJS;
debug_event_listener_callback_result = 2;
env->GetIsolate()->AddMessageListener(MessageCallbackCount);
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventCounter);
// Break on uncaught exception
ChangeBreakOnException(false, true);
DebugEventCounterClear();
MessageCallbackCountClear();
// ReThrow native error
{
v8::TryCatch tryCatch(env->GetIsolate());
env->GetIsolate()->ThrowException(
v8::Exception::TypeError(v8_str(env->GetIsolate(), "Type error")));
CHECK(tryCatch.HasCaught());
tryCatch.ReThrow();
}
CHECK_EQ(1, exception_hit_count);
CHECK_EQ(1, uncaught_exception_hit_count);
CHECK_EQ(0, message_callback_count); // FIXME: Should it be 1 ?
CHECK(!debug_event_listener_callback.IsEmpty());
debug_event_listener_callback.Clear();
}
// 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) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
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
// For this test, we want to break on uncaught exceptions:
ChangeBreakOnException(false, true);
// Create a function for checking the function when hitting a break point.
frame_count = CompileFunction(&env, frame_count_source, "frame_count");
env->GetIsolate()->AddMessageListener(MessageCallbackCount);
v8::Debug::SetDebugEventListener(env->GetIsolate(), 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
CHECK(
v8::Script::Compile(context, v8_str(env->GetIsolate(), "+++")).IsEmpty());
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
CHECK(
v8::Script::Compile(context, v8_str(env->GetIsolate(), "x x")).IsEmpty());
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
CHECK(v8::Script::Compile(context, v8_str(env->GetIsolate(), "eval('+++')"))
.ToLocalChecked()
->Run(context)
.IsEmpty());
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
CHECK(v8::Script::Compile(context, v8_str(env->GetIsolate(), "eval('x x')"))
.ToLocalChecked()
->Run(context)
.IsEmpty());
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) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
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
// For this test, we want to break on uncaught exceptions:
ChangeBreakOnException(false, 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");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStepSequence);
v8::Local<v8::Context> context = env.context();
// 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.
ClearStepping();
v8::Local<v8::Function> a = CompileFunction(&env, src, "a");
SetBreakPoint(a, 0);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "aa";
CHECK(a->Call(context, env->Global(), 0, NULL).IsEmpty());
CHECK_EQ(StrLength(expected_step_sequence),
break_point_hit_count);
// Step through invocation of b + c.
ClearStepping();
v8::Local<v8::Function> b = CompileFunction(&env, src, "b");
SetBreakPoint(b, 0);
step_action = StepIn;
break_point_hit_count = 0;
expected_step_sequence = "bcc";
CHECK(b->Call(context, env->Global(), 0, NULL).IsEmpty());
CHECK_EQ(StrLength(expected_step_sequence),
break_point_hit_count);
// Step through invocation of d + e.
ClearStepping();
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 = "ddedd";
d->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(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 = "ddeedd";
d->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(expected_step_sequence),
break_point_hit_count);
// Step through invocation of f + g + h.
ClearStepping();
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 = "ffghhff";
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(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 = "ffghhhff";
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(StrLength(expected_step_sequence),
break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DebugBreak) {
i::FLAG_stress_compaction = false;
#ifdef VERIFY_HEAP
i::FLAG_verify_heap = true;
#endif
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventBreak);
v8::Local<v8::Context> context = env.context();
// 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::Local<v8::Value> argv[] = {
v8::Number::New(isolate, 1), v8::Number::New(isolate, 1),
v8::Number::New(isolate, 1), v8::Number::New(isolate, 1)};
// Call all functions to make sure that they are compiled.
f0->Call(context, env->Global(), 0, NULL).ToLocalChecked();
f1->Call(context, env->Global(), 0, NULL).ToLocalChecked();
f2->Call(context, env->Global(), 0, NULL).ToLocalChecked();
f3->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Set the debug break flag.
v8::Debug::DebugBreak(env->GetIsolate());
CHECK(v8::Debug::CheckDebugBreak(env->GetIsolate()));
// Call all functions with different argument count.
break_point_hit_count = 0;
for (unsigned int i = 0; i < arraysize(argv); i++) {
f0->Call(context, env->Global(), i, argv).ToLocalChecked();
f1->Call(context, env->Global(), i, argv).ToLocalChecked();
f2->Call(context, env->Global(), i, argv).ToLocalChecked();
f3->Call(context, env->Global(), i, argv).ToLocalChecked();
}
// One break for each function called.
CHECK(4 * arraysize(argv) == break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
// 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) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventCounter);
v8::Local<v8::Context> context = env.context();
// 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, test and cancel debug break.
v8::Debug::DebugBreak(env->GetIsolate());
CHECK(v8::Debug::CheckDebugBreak(env->GetIsolate()));
v8::Debug::CancelDebugBreak(env->GetIsolate());
CHECK(!v8::Debug::CheckDebugBreak(env->GetIsolate()));
// Set the debug break flag.
v8::Debug::DebugBreak(env->GetIsolate());
// Call all functions with different argument count.
break_point_hit_count = 0;
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
{
v8::Debug::DebugBreak(env->GetIsolate());
i::Isolate* isolate = reinterpret_cast<i::Isolate*>(env->GetIsolate());
v8::internal::DisableBreak disable_break(isolate->debug(), true);
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
}
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DisableDebuggerStatement) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventCounter);
CompileRun("debugger;");
CHECK_EQ(1, break_point_hit_count);
// Check that we ignore debugger statement when breakpoints aren't active.
i::Isolate* isolate = reinterpret_cast<i::Isolate*>(env->GetIsolate());
isolate->debug()->set_break_points_active(false);
CompileRun("debugger;");
CHECK_EQ(1, break_point_hit_count);
}
static const char* kSimpleExtensionSource =
"(function Foo() {"
" return 4;"
"})() ";
// http://crbug.com/28933
// Test that debug break is disabled when bootstrapper is active.
TEST(NoBreakWhenBootstrapping) {
v8::Isolate* isolate = CcTest::isolate();
v8::HandleScope scope(isolate);
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetDebugEventListener(isolate, DebugEventCounter);
// Set the debug break flag.
v8::Debug::DebugBreak(isolate);
break_point_hit_count = 0;
{
// Create a context with an extension to make sure that some JavaScript
// code is executed during bootstrapping.
v8::RegisterExtension(new v8::Extension("simpletest",
kSimpleExtensionSource));
const char* extension_names[] = { "simpletest" };
v8::ExtensionConfiguration extensions(1, extension_names);
v8::HandleScope handle_scope(isolate);
v8::Context::New(isolate, &extensions);
}
// Check that no DebugBreak events occured during the context creation.
CHECK_EQ(0, break_point_hit_count);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
static void NamedEnum(const v8::PropertyCallbackInfo<v8::Array>& info) {
v8::Local<v8::Array> result = v8::Array::New(info.GetIsolate(), 3);
v8::Local<v8::Context> context = info.GetIsolate()->GetCurrentContext();
CHECK(result->Set(context, v8::Integer::New(info.GetIsolate(), 0),
v8_str(info.GetIsolate(), "a"))
.FromJust());
CHECK(result->Set(context, v8::Integer::New(info.GetIsolate(), 1),
v8_str(info.GetIsolate(), "b"))
.FromJust());
CHECK(result->Set(context, v8::Integer::New(info.GetIsolate(), 2),
v8_str(info.GetIsolate(), "c"))
.FromJust());
info.GetReturnValue().Set(result);
}
static void IndexedEnum(const v8::PropertyCallbackInfo<v8::Array>& info) {
v8::Isolate* isolate = info.GetIsolate();
v8::Local<v8::Array> result = v8::Array::New(isolate, 2);
v8::Local<v8::Context> context = info.GetIsolate()->GetCurrentContext();
CHECK(result->Set(context, v8::Integer::New(isolate, 0),
v8::Number::New(isolate, 1))
.FromJust());
CHECK(result->Set(context, v8::Integer::New(isolate, 1),
v8::Number::New(isolate, 10))
.FromJust());
info.GetReturnValue().Set(result);
}
static void NamedGetter(v8::Local<v8::Name> name,
const v8::PropertyCallbackInfo<v8::Value>& info) {
if (name->IsSymbol()) return;
v8::String::Utf8Value n(v8::Local<v8::String>::Cast(name));
if (strcmp(*n, "a") == 0) {
info.GetReturnValue().Set(v8_str(info.GetIsolate(), "AA"));
return;
} else if (strcmp(*n, "b") == 0) {
info.GetReturnValue().Set(v8_str(info.GetIsolate(), "BB"));
return;
} else if (strcmp(*n, "c") == 0) {
info.GetReturnValue().Set(v8_str(info.GetIsolate(), "CC"));
return;
} else {
info.GetReturnValue().SetUndefined();
return;
}
info.GetReturnValue().Set(name);
}
static void IndexedGetter(uint32_t index,
const v8::PropertyCallbackInfo<v8::Value>& info) {
info.GetReturnValue().Set(static_cast<double>(index + 1));
}
TEST(InterceptorPropertyMirror) {
// Create a V8 environment with debug access.
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
env.ExposeDebug();
v8::Local<v8::Context> context = env.context();
// Create object with named interceptor.
v8::Local<v8::ObjectTemplate> named = v8::ObjectTemplate::New(isolate);
named->SetHandler(v8::NamedPropertyHandlerConfiguration(
NamedGetter, NULL, NULL, NULL, NamedEnum));
CHECK(env->Global()
->Set(context, v8_str(isolate, "intercepted_named"),
named->NewInstance(context).ToLocalChecked())
.FromJust());
// Create object with indexed interceptor.
v8::Local<v8::ObjectTemplate> indexed = v8::ObjectTemplate::New(isolate);
indexed->SetHandler(v8::IndexedPropertyHandlerConfiguration(
IndexedGetter, NULL, NULL, NULL, IndexedEnum));
CHECK(env->Global()
->Set(context, v8_str(isolate, "intercepted_indexed"),
indexed->NewInstance(context).ToLocalChecked())
.FromJust());
// Create object with both named and indexed interceptor.
v8::Local<v8::ObjectTemplate> both = v8::ObjectTemplate::New(isolate);
both->SetHandler(v8::NamedPropertyHandlerConfiguration(
NamedGetter, NULL, NULL, NULL, NamedEnum));
both->SetHandler(v8::IndexedPropertyHandlerConfiguration(
IndexedGetter, NULL, NULL, NULL, IndexedEnum));
CHECK(env->Global()
->Set(context, v8_str(isolate, "intercepted_both"),
both->NewInstance(context).ToLocalChecked())
.FromJust());
// Get mirrors for the three objects with interceptor.
CompileRun(
"var named_mirror = debug.MakeMirror(intercepted_named);"
"var indexed_mirror = debug.MakeMirror(intercepted_indexed);"
"var both_mirror = debug.MakeMirror(intercepted_both)");
CHECK(CompileRun("named_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("indexed_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("both_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
// 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(context).FromJust());
CHECK_EQ(2,
CompileRun("indexed_names.length")->Int32Value(context).FromJust());
CHECK_EQ(5, CompileRun("both_names.length")->Int32Value(context).FromJust());
// Check the expected number of properties.
const char* source;
source = "named_mirror.properties().length";
CHECK_EQ(3, CompileRun(source)->Int32Value(context).FromJust());
source = "indexed_mirror.properties().length";
CHECK_EQ(2, CompileRun(source)->Int32Value(context).FromJust());
source = "both_mirror.properties().length";
CHECK_EQ(5, CompileRun(source)->Int32Value(context).FromJust());
// Get the interceptor properties for the object with only named interceptor.
CompileRun("var 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;
SNPrintF(buffer,
"named_values[%d] instanceof debug.PropertyMirror", i);
CHECK(CompileRun(buffer.start())->BooleanValue(context).FromJust());
SNPrintF(buffer, "named_values[%d].isNative()", i);
CHECK(CompileRun(buffer.start())->BooleanValue(context).FromJust());
}
// Get the interceptor properties for the object with only indexed
// interceptor.
CompileRun("var 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;
SNPrintF(buffer,
"indexed_values[%d] instanceof debug.PropertyMirror", i);
CHECK(CompileRun(buffer.start())->BooleanValue(context).FromJust());
}
// Get the interceptor properties for the object with both types of
// interceptors.
CompileRun("var 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;
SNPrintF(buffer, "both_values[%d] instanceof debug.PropertyMirror", i);
CHECK(CompileRun(buffer.start())->BooleanValue(context).FromJust());
}
// Check the property names.
source = "both_values[0].name() == '1'";
CHECK(CompileRun(source)->BooleanValue(context).FromJust());
source = "both_values[1].name() == '10'";
CHECK(CompileRun(source)->BooleanValue(context).FromJust());
source = "both_values[2].name() == 'a'";
CHECK(CompileRun(source)->BooleanValue(context).FromJust());
source = "both_values[3].name() == 'b'";
CHECK(CompileRun(source)->BooleanValue(context).FromJust());
source = "both_values[4].name() == 'c'";
CHECK(CompileRun(source)->BooleanValue(context).FromJust());
}
TEST(HiddenPrototypePropertyMirror) {
// Create a V8 environment with debug access.
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
env.ExposeDebug();
v8::Local<v8::FunctionTemplate> t0 = v8::FunctionTemplate::New(isolate);
t0->InstanceTemplate()->Set(v8_str(isolate, "x"),
v8::Number::New(isolate, 0));
v8::Local<v8::FunctionTemplate> t1 = v8::FunctionTemplate::New(isolate);
t1->SetHiddenPrototype(true);
t1->InstanceTemplate()->Set(v8_str(isolate, "y"),
v8::Number::New(isolate, 1));
v8::Local<v8::FunctionTemplate> t2 = v8::FunctionTemplate::New(isolate);
t2->SetHiddenPrototype(true);
t2->InstanceTemplate()->Set(v8_str(isolate, "z"),
v8::Number::New(isolate, 2));
v8::Local<v8::FunctionTemplate> t3 = v8::FunctionTemplate::New(isolate);
t3->InstanceTemplate()->Set(v8_str(isolate, "u"),
v8::Number::New(isolate, 3));
v8::Local<v8::Context> context = env.context();
// Create object and set them on the global object.
v8::Local<v8::Object> o0 = t0->GetFunction(context)
.ToLocalChecked()
->NewInstance(context)
.ToLocalChecked();
CHECK(env->Global()->Set(context, v8_str(isolate, "o0"), o0).FromJust());
v8::Local<v8::Object> o1 = t1->GetFunction(context)
.ToLocalChecked()
->NewInstance(context)
.ToLocalChecked();
CHECK(env->Global()->Set(context, v8_str(isolate, "o1"), o1).FromJust());
v8::Local<v8::Object> o2 = t2->GetFunction(context)
.ToLocalChecked()
->NewInstance(context)
.ToLocalChecked();
CHECK(env->Global()->Set(context, v8_str(isolate, "o2"), o2).FromJust());
v8::Local<v8::Object> o3 = t3->GetFunction(context)
.ToLocalChecked()
->NewInstance(context)
.ToLocalChecked();
CHECK(env->Global()->Set(context, v8_str(isolate, "o3"), o3).FromJust());
// Get mirrors for the four objects.
CompileRun(
"var o0_mirror = debug.MakeMirror(o0);"
"var o1_mirror = debug.MakeMirror(o1);"
"var o2_mirror = debug.MakeMirror(o2);"
"var o3_mirror = debug.MakeMirror(o3)");
CHECK(CompileRun("o0_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("o1_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("o2_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("o3_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
// Check that each object has one property.
CHECK_EQ(1, CompileRun("o0_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
CHECK_EQ(1, CompileRun("o1_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
CHECK_EQ(1, CompileRun("o2_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
CHECK_EQ(1, CompileRun("o3_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
// Set o1 as prototype for o0. o1 has the hidden prototype flag so all
// properties on o1 should be seen on o0.
CHECK(o0->Set(context, v8_str(isolate, "__proto__"), o1).FromJust());
CHECK_EQ(2, CompileRun("o0_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
CHECK_EQ(0, CompileRun("o0_mirror.property('x').value().value()")
->Int32Value(context)
.FromJust());
CHECK_EQ(1, CompileRun("o0_mirror.property('y').value().value()")
->Int32Value(context)
.FromJust());
// 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.
CHECK(o0->Set(context, v8_str(isolate, "__proto__"), o2).FromJust());
CHECK_EQ(3, CompileRun("o0_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
CHECK_EQ(0, CompileRun("o0_mirror.property('x').value().value()")
->Int32Value(context)
.FromJust());
CHECK_EQ(1, CompileRun("o0_mirror.property('y').value().value()")
->Int32Value(context)
.FromJust());
CHECK_EQ(2, CompileRun("o0_mirror.property('z').value().value()")
->Int32Value(context)
.FromJust());
// 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: ^^ ^^
CHECK(o0->Set(context, v8_str(isolate, "__proto__"), o3).FromJust());
CHECK_EQ(3, CompileRun("o0_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
CHECK_EQ(1, CompileRun("o3_mirror.propertyNames().length")
->Int32Value(context)
.FromJust());
CHECK_EQ(0, CompileRun("o0_mirror.property('x').value().value()")
->Int32Value(context)
.FromJust());
CHECK_EQ(1, CompileRun("o0_mirror.property('y').value().value()")
->Int32Value(context)
.FromJust());
CHECK_EQ(2, CompileRun("o0_mirror.property('z').value().value()")
->Int32Value(context)
.FromJust());
CHECK(CompileRun("o0_mirror.property('u').isUndefined()")
->BooleanValue(context)
.FromJust());
// The prototype (__proto__) for o0 should be o3 as o1 and o2 are hidden.
CHECK(CompileRun("o0_mirror.protoObject() == o3_mirror")
->BooleanValue(context)
.FromJust());
}
static void ProtperyXNativeGetter(
v8::Local<v8::String> property,
const v8::PropertyCallbackInfo<v8::Value>& info) {
info.GetReturnValue().Set(10);
}
TEST(NativeGetterPropertyMirror) {
// Create a V8 environment with debug access.
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
env.ExposeDebug();
v8::Local<v8::Context> context = env.context();
v8::Local<v8::String> name = v8_str(isolate, "x");
// Create object with named accessor.
v8::Local<v8::ObjectTemplate> named = v8::ObjectTemplate::New(isolate);
named->SetAccessor(name, &ProtperyXNativeGetter, NULL, v8::Local<v8::Value>(),
v8::DEFAULT, v8::None);
// Create object with named property getter.
CHECK(env->Global()
->Set(context, v8_str(isolate, "instance"),
named->NewInstance(context).ToLocalChecked())
.FromJust());
CHECK_EQ(10, CompileRun("instance.x")->Int32Value(context).FromJust());
// Get mirror for the object with property getter.
CompileRun("var instance_mirror = debug.MakeMirror(instance);");
CHECK(CompileRun("instance_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CompileRun("var named_names = instance_mirror.propertyNames();");
CHECK_EQ(1, CompileRun("named_names.length")->Int32Value(context).FromJust());
CHECK(CompileRun("named_names[0] == 'x'")->BooleanValue(context).FromJust());
CHECK(CompileRun("instance_mirror.property('x').value().isNumber()")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("instance_mirror.property('x').value().value() == 10")
->BooleanValue(context)
.FromJust());
}
static void ProtperyXNativeGetterThrowingError(
v8::Local<v8::String> property,
const v8::PropertyCallbackInfo<v8::Value>& info) {
CompileRun("throw new Error('Error message');");
}
TEST(NativeGetterThrowingErrorPropertyMirror) {
// Create a V8 environment with debug access.
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
env.ExposeDebug();
v8::Local<v8::Context> context = env.context();
v8::Local<v8::String> name = v8_str(isolate, "x");
// Create object with named accessor.
v8::Local<v8::ObjectTemplate> named = v8::ObjectTemplate::New(isolate);
named->SetAccessor(name, &ProtperyXNativeGetterThrowingError, NULL,
v8::Local<v8::Value>(), v8::DEFAULT, v8::None);
// Create object with named property getter.
CHECK(env->Global()
->Set(context, v8_str(isolate, "instance"),
named->NewInstance(context).ToLocalChecked())
.FromJust());
// Get mirror for the object with property getter.
CompileRun("var instance_mirror = debug.MakeMirror(instance);");
CHECK(CompileRun("instance_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CompileRun("named_names = instance_mirror.propertyNames();");
CHECK_EQ(1, CompileRun("named_names.length")->Int32Value(context).FromJust());
CHECK(CompileRun("named_names[0] == 'x'")->BooleanValue(context).FromJust());
CHECK(CompileRun("instance_mirror.property('x').value().isError()")
->BooleanValue(context)
.FromJust());
// Check that the message is that passed to the Error constructor.
CHECK(
CompileRun(
"instance_mirror.property('x').value().message() == 'Error message'")
->BooleanValue(context)
.FromJust());
}
// Test that hidden properties object is not returned as an unnamed property
// among regular properties.
// See http://crbug.com/26491
TEST(NoHiddenProperties) {
// Create a V8 environment with debug access.
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
env.ExposeDebug();
v8::Local<v8::Context> context = env.context();
// Create an object in the global scope.
const char* source = "var obj = {a: 1};";
v8::Script::Compile(context, v8_str(isolate, source))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Local<v8::Object> obj = v8::Local<v8::Object>::Cast(
env->Global()->Get(context, v8_str(isolate, "obj")).ToLocalChecked());
// Set a hidden property on the object.
obj->SetPrivate(
env.context(),
v8::Private::New(isolate, v8_str(isolate, "v8::test-debug::a")),
v8::Int32::New(isolate, 11))
.FromJust();
// Get mirror for the object with property getter.
CompileRun("var obj_mirror = debug.MakeMirror(obj);");
CHECK(CompileRun("obj_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CompileRun("var named_names = obj_mirror.propertyNames();");
// There should be exactly one property. But there is also an unnamed
// property whose value is hidden properties dictionary. The latter
// property should not be in the list of reguar properties.
CHECK_EQ(1, CompileRun("named_names.length")->Int32Value(context).FromJust());
CHECK(CompileRun("named_names[0] == 'a'")->BooleanValue(context).FromJust());
CHECK(CompileRun("obj_mirror.property('a').value().value() == 1")
->BooleanValue(context)
.FromJust());
// Object created by t0 will become hidden prototype of object 'obj'.
v8::Local<v8::FunctionTemplate> t0 = v8::FunctionTemplate::New(isolate);
t0->InstanceTemplate()->Set(v8_str(isolate, "b"),
v8::Number::New(isolate, 2));
t0->SetHiddenPrototype(true);
v8::Local<v8::FunctionTemplate> t1 = v8::FunctionTemplate::New(isolate);
t1->InstanceTemplate()->Set(v8_str(isolate, "c"),
v8::Number::New(isolate, 3));
// Create proto objects, add hidden properties to them and set them on
// the global object.
v8::Local<v8::Object> protoObj = t0->GetFunction(context)
.ToLocalChecked()
->NewInstance(context)
.ToLocalChecked();
protoObj->SetPrivate(
env.context(),
v8::Private::New(isolate, v8_str(isolate, "v8::test-debug::b")),
v8::Int32::New(isolate, 12))
.FromJust();
CHECK(env->Global()
->Set(context, v8_str(isolate, "protoObj"), protoObj)
.FromJust());
v8::Local<v8::Object> grandProtoObj = t1->GetFunction(context)
.ToLocalChecked()
->NewInstance(context)
.ToLocalChecked();
grandProtoObj->SetPrivate(env.context(),
v8::Private::New(
isolate, v8_str(isolate, "v8::test-debug::c")),
v8::Int32::New(isolate, 13))
.FromJust();
CHECK(env->Global()
->Set(context, v8_str(isolate, "grandProtoObj"), grandProtoObj)
.FromJust());
// Setting prototypes: obj->protoObj->grandProtoObj
CHECK(protoObj->Set(context, v8_str(isolate, "__proto__"), grandProtoObj)
.FromJust());
CHECK(obj->Set(context, v8_str(isolate, "__proto__"), protoObj).FromJust());
// Get mirror for the object with property getter.
CompileRun("var obj_mirror = debug.MakeMirror(obj);");
CHECK(CompileRun("obj_mirror instanceof debug.ObjectMirror")
->BooleanValue(context)
.FromJust());
CompileRun("var named_names = obj_mirror.propertyNames();");
// There should be exactly two properties - one from the object itself and
// another from its hidden prototype.
CHECK_EQ(2, CompileRun("named_names.length")->Int32Value(context).FromJust());
CHECK(CompileRun("named_names.sort(); named_names[0] == 'a' &&"
"named_names[1] == 'b'")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("obj_mirror.property('a').value().value() == 1")
->BooleanValue(context)
.FromJust());
CHECK(CompileRun("obj_mirror.property('b').value().value() == 2")
->BooleanValue(context)
.FromJust());
}
// Multithreaded tests of JSON debugger protocol
// Support classes
// Provides synchronization between N threads, where N is a template parameter.
// The Wait() call blocks a thread until it is called for the Nth time, then all
// calls return. Each ThreadBarrier object can only be used once.
template <int N>
class ThreadBarrier final {
public:
ThreadBarrier() : num_blocked_(0) {}
~ThreadBarrier() {
LockGuard<Mutex> lock_guard(&mutex_);
if (num_blocked_ != 0) {
CHECK_EQ(N, num_blocked_);
}
}
void Wait() {
LockGuard<Mutex> lock_guard(&mutex_);
CHECK_LT(num_blocked_, N);
num_blocked_++;
if (N == num_blocked_) {
// Signal and unblock all waiting threads.
cv_.NotifyAll();
printf("BARRIER\n\n");
fflush(stdout);
} else { // Wait for the semaphore.
while (num_blocked_ < N) {
cv_.Wait(&mutex_);
}
}
CHECK_EQ(N, num_blocked_);
}
private:
ConditionVariable cv_;
Mutex mutex_;
int num_blocked_;
STATIC_ASSERT(N > 0);
DISALLOW_COPY_AND_ASSIGN(ThreadBarrier);
};
// A set containing enough barriers and semaphores for any of the tests.
class Barriers {
public:
Barriers() : semaphore_1(0), semaphore_2(0) {}
ThreadBarrier<2> barrier_1;
ThreadBarrier<2> barrier_2;
ThreadBarrier<2> barrier_3;
ThreadBarrier<2> barrier_4;
ThreadBarrier<2> barrier_5;
v8::base::Semaphore semaphore_1;
v8::base::Semaphore semaphore_2;
};
// 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;
}
// We match parts of the message to decide if it is a exception message.
bool IsExceptionEventMessage(char *message) {
const char* type_event = "\"type\":\"event\"";
const char* event_exception = "\"event\":\"exception\"";
// Does the message contain both type:event and event:exception?
return strstr(message, type_event) != NULL &&
strstr(message, event_exception) != NULL;
}
// We match the message wether it is an evaluate response message.
bool IsEvaluateResponseMessage(char* message) {
const char* type_response = "\"type\":\"response\"";
const char* command_evaluate = "\"command\":\"evaluate\"";
// Does the message contain both type:response and command:evaluate?
return strstr(message, type_response) != NULL &&
strstr(message, command_evaluate) != NULL;
}
static int StringToInt(const char* s) {
return atoi(s); // NOLINT
}
// We match parts of the message to get evaluate result int value.
int GetEvaluateIntResult(char *message) {
const char* value = "\"value\":";
char* pos = strstr(message, value);
if (pos == NULL) {
return -1;
}
int res = -1;
res = StringToInt(pos + strlen(value));
return res;
}
// We match parts of the message to get hit breakpoint id.
int GetBreakpointIdFromBreakEventMessage(char *message) {
const char* breakpoints = "\"breakpoints\":[";
char* pos = strstr(message, breakpoints);
if (pos == NULL) {
return -1;
}
int res = -1;
res = StringToInt(pos + strlen(breakpoints));
return res;
}
// We match parts of the message to get total frames number.
int GetTotalFramesInt(char *message) {
const char* prefix = "\"totalFrames\":";
char* pos = strstr(message, prefix);
if (pos == NULL) {
return -1;
}
pos += strlen(prefix);
int res = StringToInt(pos);
return res;
}
// We match parts of the message to get source line.
int GetSourceLineFromBreakEventMessage(char *message) {
const char* source_line = "\"sourceLine\":";
char* pos = strstr(message, source_line);
if (pos == NULL) {
return -1;
}
int res = -1;
res = StringToInt(pos + strlen(source_line));
return res;
}
/* 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::base::Thread {
public:
MessageQueueDebuggerThread()
: Thread(Options("MessageQueueDebuggerThread")) {}
void Run();
};
static void MessageHandler(const v8::Debug::Message& message) {
v8::Local<v8::String> json = message.GetJSON();
v8::String::Utf8Value utf8(json);
if (IsBreakEventMessage(*utf8)) {
// 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();
}
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::Isolate* isolate = CcTest::isolate();
v8::Debug::SendCommand(isolate, buffer_1, AsciiToUtf16(command_1, buffer_1));
v8::Debug::SendCommand(isolate, buffer_2, AsciiToUtf16(command_2, buffer_2));
v8::Debug::SendCommand(isolate, buffer_2, AsciiToUtf16(command_3, buffer_2));
v8::Debug::SendCommand(isolate, buffer_2, AsciiToUtf16(command_3, buffer_2));
v8::Debug::SendCommand(isolate, 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(isolate, buffer_1, AsciiToUtf16(command_1, buffer_1));
v8::Debug::SendCommand(isolate, buffer_2, AsciiToUtf16(command_2, buffer_2));
v8::Debug::SendCommand(isolate, buffer_2, AsciiToUtf16(command_3, buffer_2));
v8::Debug::SendCommand(
isolate, 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(isolate, buffer_1, AsciiToUtf16(command_2, buffer_1));
v8::Debug::SendCommand(
isolate, 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.
}
// This thread runs the v8 engine.
TEST(MessageQueues) {
MessageQueueDebuggerThread message_queue_debugger_thread;
// Create a V8 environment
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetMessageHandler(env->GetIsolate(), 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
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
TestClientData::ResetCounters();
handled_client_data_instances_count = 0;
v8::Debug::SetMessageHandler(isolate, 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(isolate, buffer, AsciiToUtf16(command_1, buffer),
new TestClientData());
v8::Debug::SendCommand(
isolate, buffer, AsciiToUtf16(command_2, buffer), NULL);
v8::Debug::SendCommand(isolate, buffer, AsciiToUtf16(command_2, buffer),
new TestClientData());
v8::Debug::SendCommand(isolate, buffer, AsciiToUtf16(command_2, buffer),
new TestClientData());
// All the messages will be processed on beforeCompile event.
CompileRun(source_1);
v8::Debug::SendCommand(
isolate, 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::base::Thread {
public:
V8Thread() : Thread(Options("V8Thread")) {}
void Run();
v8::Isolate* isolate() { return isolate_; }
private:
v8::Isolate* isolate_;
};
class DebuggerThread : public v8::base::Thread {
public:
explicit DebuggerThread(v8::Isolate* isolate)
: Thread(Options("DebuggerThread")), isolate_(isolate) {}
void Run();
private:
v8::Isolate* isolate_;
};
static void ThreadedAtBarrier1(
const v8::FunctionCallbackInfo<v8::Value>& args) {
threaded_debugging_barriers.barrier_1.Wait();
}
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)) {
// Check that we are inside the while loop.
int source_line = GetSourceLineFromBreakEventMessage(print_buffer);
CHECK(4 <= source_line && source_line <= 10);
threaded_debugging_barriers.barrier_2.Wait();
}
}
void V8Thread::Run() {
const char* source =
"flag = true;\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::Isolate::CreateParams create_params;
create_params.array_buffer_allocator = CcTest::array_buffer_allocator();
isolate_ = v8::Isolate::New(create_params);
threaded_debugging_barriers.barrier_3.Wait();
{
v8::Isolate::Scope isolate_scope(isolate_);
DebugLocalContext env(isolate_);
v8::HandleScope scope(isolate_);
v8::Debug::SetMessageHandler(isolate_, &ThreadedMessageHandler);
v8::Local<v8::ObjectTemplate> global_template =
v8::ObjectTemplate::New(env->GetIsolate());
global_template->Set(
v8_str(env->GetIsolate(), "ThreadedAtBarrier1"),
v8::FunctionTemplate::New(isolate_, ThreadedAtBarrier1));
v8::Local<v8::Context> context =
v8::Context::New(isolate_, NULL, global_template);
v8::Context::Scope context_scope(context);
CompileRun(source);
}
threaded_debugging_barriers.barrier_4.Wait();
isolate_->Dispose();
}
void DebuggerThread::Run() {
const int kBufSize = 1000;
uint16_t buffer[kBufSize];
const char* command_1 =
"{\"seq\":102,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"flag = false\"}}";
const char* command_2 = "{\"seq\":103,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
threaded_debugging_barriers.barrier_1.Wait();
v8::Debug::DebugBreak(isolate_);
threaded_debugging_barriers.barrier_2.Wait();
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_1, buffer));
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_2, buffer));
threaded_debugging_barriers.barrier_4.Wait();
}
TEST(ThreadedDebugging) {
V8Thread v8_thread;
// Create a V8 environment
v8_thread.Start();
threaded_debugging_barriers.barrier_3.Wait();
DebuggerThread debugger_thread(v8_thread.isolate());
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::base::Thread {
public:
BreakpointsV8Thread() : Thread(Options("BreakpointsV8Thread")) {}
void Run();
v8::Isolate* isolate() { return isolate_; }
private:
v8::Isolate* isolate_;
};
class BreakpointsDebuggerThread : public v8::base::Thread {
public:
BreakpointsDebuggerThread(bool global_evaluate, v8::Isolate* isolate)
: Thread(Options("BreakpointsDebuggerThread")),
global_evaluate_(global_evaluate),
isolate_(isolate) {}
void Run();
private:
bool global_evaluate_;
v8::Isolate* isolate_;
};
Barriers* breakpoints_barriers;
int break_event_breakpoint_id;
int evaluate_int_result;
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);
if (IsBreakEventMessage(print_buffer)) {
break_event_breakpoint_id =
GetBreakpointIdFromBreakEventMessage(print_buffer);
breakpoints_barriers->semaphore_1.Signal();
} else if (IsEvaluateResponseMessage(print_buffer)) {
evaluate_int_result = GetEvaluateIntResult(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 = y_global + 4;\n"
" x = 3 * x + 1;\n"
" y_global = 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::Isolate::CreateParams create_params;
create_params.array_buffer_allocator = CcTest::array_buffer_allocator();
isolate_ = v8::Isolate::New(create_params);
breakpoints_barriers->barrier_3.Wait();
{
v8::Isolate::Scope isolate_scope(isolate_);
DebugLocalContext env(isolate_);
v8::HandleScope scope(isolate_);
v8::Debug::SetMessageHandler(isolate_, &BreakpointsMessageHandler);
CompileRun(source_1);
breakpoints_barriers->barrier_1.Wait();
breakpoints_barriers->barrier_2.Wait();
CompileRun(source_2);
}
breakpoints_barriers->barrier_4.Wait();
isolate_->Dispose();
}
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;
if (this->global_evaluate_) {
command_3 = "{\"seq\":103,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"dog()\",\"disable_break\":false,"
"\"global\":true}}";
} else {
command_3 = "{\"seq\":103,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"dog()\",\"disable_break\":false}}";
}
const char* command_4;
if (this->global_evaluate_) {
command_4 = "{\"seq\":104,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"100 + 8\",\"disable_break\":true,"
"\"global\":true}}";
} else {
command_4 = "{\"seq\":104,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"x + 1\",\"disable_break\":true}}";
}
const char* command_5 = "{\"seq\":105,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
const char* command_6 = "{\"seq\":106,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
const char* command_7;
if (this->global_evaluate_) {
command_7 = "{\"seq\":107,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"dog()\",\"disable_break\":true,"
"\"global\":true}}";
} else {
command_7 = "{\"seq\":107,"
"\"type\":\"request\","
"\"command\":\"evaluate\","
"\"arguments\":{\"expression\":\"dog()\",\"disable_break\":true}}";
}
const char* command_8 = "{\"seq\":108,"
"\"type\":\"request\","
"\"command\":\"continue\"}";
// v8 thread initializes, runs source_1
breakpoints_barriers->barrier_1.Wait();
// 1:Set breakpoint in cat() (will get id 1).
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_1, buffer));
// 2:Set breakpoint in dog() (will get id 2).
v8::Debug::SendCommand(isolate_, 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();
// Must have hit breakpoint #1.
CHECK_EQ(1, break_event_breakpoint_id);
// 4:Evaluate dog() (which has a breakpoint).
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_3, buffer));
// V8 thread hits breakpoint in dog().
breakpoints_barriers->semaphore_1.Wait(); // wait for break event
// Must have hit breakpoint #2.
CHECK_EQ(2, break_event_breakpoint_id);
// 5:Evaluate (x + 1).
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_4, buffer));
// Evaluate (x + 1) finishes.
breakpoints_barriers->semaphore_1.Wait();
// Must have result 108.
CHECK_EQ(108, evaluate_int_result);
// 6:Continue evaluation of dog().
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_5, buffer));
// Evaluate dog() finishes.
breakpoints_barriers->semaphore_1.Wait();
// Must have result 107.
CHECK_EQ(107, evaluate_int_result);
// 7:Continue evaluation of source_2, finish cat(17), hit breakpoint
// in cat(19).
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_6, buffer));
// Message callback gets break event.
breakpoints_barriers->semaphore_1.Wait(); // wait for break event
// Must have hit breakpoint #1.
CHECK_EQ(1, break_event_breakpoint_id);
// 8: Evaluate dog() with breaks disabled.
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_7, buffer));
// Evaluate dog() finishes.
breakpoints_barriers->semaphore_1.Wait();
// Must have result 116.
CHECK_EQ(116, evaluate_int_result);
// 9: Continue evaluation of source2, reach end.
v8::Debug::SendCommand(isolate_, buffer, AsciiToUtf16(command_8, buffer));
breakpoints_barriers->barrier_4.Wait();
}
void TestRecursiveBreakpointsGeneric(bool global_evaluate) {
BreakpointsV8Thread breakpoints_v8_thread;
// Create a V8 environment
Barriers stack_allocated_breakpoints_barriers;
breakpoints_barriers = &stack_allocated_breakpoints_barriers;
breakpoints_v8_thread.Start();
breakpoints_barriers->barrier_3.Wait();
BreakpointsDebuggerThread breakpoints_debugger_thread(
global_evaluate, breakpoints_v8_thread.isolate());
breakpoints_debugger_thread.Start();
breakpoints_v8_thread.Join();
breakpoints_debugger_thread.Join();
}
TEST(RecursiveBreakpoints) {
TestRecursiveBreakpointsGeneric(false);
}
TEST(RecursiveBreakpointsGlobal) {
TestRecursiveBreakpointsGeneric(true);
}
TEST(SetDebugEventListenerOnUninitializedVM) {
v8::Debug::SetDebugEventListener(CcTest::isolate(), DummyDebugEventListener);
}
static void DummyMessageHandler(const v8::Debug::Message& message) {
}
TEST(SetMessageHandlerOnUninitializedVM) {
v8::Debug::SetMessageHandler(CcTest::isolate(), DummyMessageHandler);
}
// 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::Local<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::Local<v8::Function> debugger_call_with_closure;
// Function to retrieve the number of JavaScript frames by calling a JavaScript
// in the debugger.
static void CheckFrameCount(const v8::FunctionCallbackInfo<v8::Value>& args) {
v8::Local<v8::Context> context = args.GetIsolate()->GetCurrentContext();
CHECK(v8::Debug::Call(context, frame_count).ToLocalChecked()->IsNumber());
CHECK_EQ(args[0]->Int32Value(context).FromJust(),
v8::Debug::Call(context, frame_count)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
}
// Function to retrieve the source line of the top JavaScript frame by calling a
// JavaScript function in the debugger.
static void CheckSourceLine(const v8::FunctionCallbackInfo<v8::Value>& args) {
v8::Local<v8::Context> context = args.GetIsolate()->GetCurrentContext();
CHECK(
v8::Debug::Call(context, frame_source_line).ToLocalChecked()->IsNumber());
CHECK_EQ(args[0]->Int32Value(context).FromJust(),
v8::Debug::Call(context, frame_source_line)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
}
// 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 void CheckDataParameter(
const v8::FunctionCallbackInfo<v8::Value>& args) {
v8::Local<v8::String> data = v8_str(args.GetIsolate(), "Test");
v8::Local<v8::Context> context = args.GetIsolate()->GetCurrentContext();
CHECK(v8::Debug::Call(context, debugger_call_with_data, data)
.ToLocalChecked()
->IsString());
for (int i = 0; i < 3; i++) {
v8::TryCatch catcher(args.GetIsolate());
CHECK(v8::Debug::Call(context, debugger_call_with_data).IsEmpty());
CHECK(catcher.HasCaught());
CHECK(catcher.Exception()->IsString());
}
}
// Function to test using a JavaScript with closure in the debugger.
static void CheckClosure(const v8::FunctionCallbackInfo<v8::Value>& args) {
v8::Local<v8::Context> context = args.GetIsolate()->GetCurrentContext();
CHECK(v8::Debug::Call(context, debugger_call_with_closure)
.ToLocalChecked()
->IsNumber());
CHECK_EQ(3, v8::Debug::Call(context, debugger_call_with_closure)
.ToLocalChecked()
->Int32Value(context)
.FromJust());
}
// Test functions called through the debugger.
TEST(CallFunctionInDebugger) {
// Create and enter a context with the functions CheckFrameCount,
// CheckSourceLine and CheckDataParameter installed.
v8::Isolate* isolate = CcTest::isolate();
v8::HandleScope scope(isolate);
v8::Local<v8::ObjectTemplate> global_template =
v8::ObjectTemplate::New(isolate);
global_template->Set(v8_str(isolate, "CheckFrameCount"),
v8::FunctionTemplate::New(isolate, CheckFrameCount));
global_template->Set(v8_str(isolate, "CheckSourceLine"),
v8::FunctionTemplate::New(isolate, CheckSourceLine));
global_template->Set(v8_str(isolate, "CheckDataParameter"),
v8::FunctionTemplate::New(isolate, CheckDataParameter));
global_template->Set(v8_str(isolate, "CheckClosure"),
v8::FunctionTemplate::New(isolate, CheckClosure));
v8::Local<v8::Context> context =
v8::Context::New(isolate, NULL, global_template);
v8::Context::Scope context_scope(context);
// Compile a function for checking the number of JavaScript frames.
v8::Script::Compile(context, v8_str(isolate, frame_count_source))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
frame_count = v8::Local<v8::Function>::Cast(
context->Global()
->Get(context, v8_str(isolate, "frame_count"))
.ToLocalChecked());
// Compile a function for returning the source line for the top frame.
v8::Script::Compile(context, v8_str(isolate, frame_source_line_source))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
frame_source_line = v8::Local<v8::Function>::Cast(
context->Global()
->Get(context, v8_str(isolate, "frame_source_line"))
.ToLocalChecked());
// Compile a function returning the data parameter.
v8::Script::Compile(context, v8_str(isolate, debugger_call_with_data_source))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
debugger_call_with_data = v8::Local<v8::Function>::Cast(
context->Global()
->Get(context, v8_str(isolate, "debugger_call_with_data"))
.ToLocalChecked());
// Compile a function capturing closure.
debugger_call_with_closure = v8::Local<v8::Function>::Cast(
v8::Script::Compile(context,
v8_str(isolate, debugger_call_with_closure_source))
.ToLocalChecked()
->Run(context)
.ToLocalChecked());
// Calling a function through the debugger returns 0 frames if there are
// no JavaScript frames.
CHECK(v8::Integer::New(isolate, 0)
->Equals(context,
v8::Debug::Call(context, frame_count).ToLocalChecked())
.FromJust());
// Test that the number of frames can be retrieved.
v8::Script::Compile(context, v8_str(isolate, "CheckFrameCount(1)"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Script::Compile(context, v8_str(isolate,
"function f() {"
" CheckFrameCount(2);"
"}; f()"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
// Test that the source line can be retrieved.
v8::Script::Compile(context, v8_str(isolate, "CheckSourceLine(0)"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Script::Compile(context, v8_str(isolate,
"function f() {\n"
" CheckSourceLine(1)\n"
" CheckSourceLine(2)\n"
" CheckSourceLine(3)\n"
"}; f()"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
// Test that a parameter can be passed to a function called in the debugger.
v8::Script::Compile(context, v8_str(isolate, "CheckDataParameter()"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
// Test that a function with closure can be run in the debugger.
v8::Script::Compile(context, v8_str(isolate, "CheckClosure()"))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
// Test that the source line is correct when there is a line offset.
v8::ScriptOrigin origin(v8_str(isolate, "test"),
v8::Integer::New(isolate, 7));
v8::Script::Compile(context, v8_str(isolate, "CheckSourceLine(7)"), &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Script::Compile(context, v8_str(isolate,
"function f() {\n"
" CheckSourceLine(8)\n"
" CheckSourceLine(9)\n"
" CheckSourceLine(10)\n"
"}; f()"),
&origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
}
// 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(env->GetIsolate());
// Set a debug event listener.
break_point_hit_count = 0;
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
{
v8::HandleScope scope(env->GetIsolate());
// 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(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
bar->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
}
// Remove the debug event listener without clearing breakpoints. Do this
// outside a handle scope.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate(), true);
// Now set a debug message handler.
break_point_hit_count = 0;
v8::Debug::SetMessageHandler(env->GetIsolate(),
MessageHandlerBreakPointHitCount);
{
v8::HandleScope scope(env->GetIsolate());
// Get the test functions again.
v8::Local<v8::Function> foo(v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "foo"))
.ToLocalChecked()));
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(0, break_point_hit_count);
// Set break points and run again.
SetBreakPoint(foo, 0);
SetBreakPoint(foo, 4);
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
}
// Remove the debug message handler without clearing breakpoints. Do this
// outside a handle scope.
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate(), 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(
CcTest::isolate(), 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++;
static char print_buffer[1000];
v8::String::Value json(message.GetJSON());
Utf16ToAscii(*json, json.length(), print_buffer);
if (IsExceptionEventMessage(print_buffer)) {
// Send a continue command for exception events.
SendContinueCommand();
}
}
// Test clearing the debug message handler.
TEST(DebuggerClearMessageHandler) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Check debugger is unloaded before it is used.
CheckDebuggerUnloaded(env->GetIsolate());
// Set a debug message handler.
v8::Debug::SetMessageHandler(env->GetIsolate(), 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(env->GetIsolate(), nullptr);
// 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(env->GetIsolate(), 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(message.GetIsolate(), nullptr);
}
// Test clearing the debug message handler while processing a debug event.
TEST(DebuggerClearMessageHandlerWhileActive) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Check debugger is unloaded before it is used.
CheckDebuggerUnloaded(env->GetIsolate());
// Set a debug message handler.
v8::Debug::SetMessageHandler(env->GetIsolate(),
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(env->GetIsolate(), true);
}
// 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(DebugScriptLineEndsAreAscending) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
env.ExposeDebug();
// Compile a test script.
v8::Local<v8::String> script = v8_str(isolate,
"function f() {\n"
" debugger;\n"
"}\n");
v8::ScriptOrigin origin1 = v8::ScriptOrigin(v8_str(isolate, "name"));
v8::Local<v8::Script> script1 =
v8::Script::Compile(env.context(), script, &origin1).ToLocalChecked();
USE(script1);
Handle<v8::internal::FixedArray> instances;
{
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
v8::internal::DebugScope debug_scope(debug);
CHECK(!debug_scope.failed());
instances = debug->GetLoadedScripts();
}
CHECK_GT(instances->length(), 0);
for (int i = 0; i < instances->length(); i++) {
Handle<v8::internal::Script> script = Handle<v8::internal::Script>(
v8::internal::Script::cast(instances->get(i)));
v8::internal::Script::InitLineEnds(script);
v8::internal::FixedArray* ends =
v8::internal::FixedArray::cast(script->line_ends());
CHECK_GT(ends->length(), 0);
int prev_end = -1;
for (int j = 0; j < ends->length(); j++) {
const int curr_end = v8::internal::Smi::cast(ends->get(j))->value();
CHECK_GT(curr_end, prev_end);
prev_end = curr_end;
}
}
}
// Test script break points set on lines.
TEST(ScriptNameAndData) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
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");
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context = env.context();
// Test function source.
v8::Local<v8::String> script = v8_str(env->GetIsolate(),
"function f() {\n"
" debugger;\n"
"}\n");
v8::ScriptOrigin origin1 =
v8::ScriptOrigin(v8_str(env->GetIsolate(), "name"));
v8::Local<v8::Script> script1 =
v8::Script::Compile(context, script, &origin1).ToLocalChecked();
script1->Run(context).ToLocalChecked();
v8::Local<v8::Function> f;
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(0, strcmp("name", last_script_name_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(context, script, &origin1)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, break_point_hit_count);
CHECK_EQ(0, strcmp("name", last_script_name_hit));
v8::Local<v8::String> data_obj_source =
v8_str(env->GetIsolate(),
"({ a: 'abc',\n"
" b: 123,\n"
" toString: function() { return this.a + ' ' + this.b; }\n"
"})\n");
v8::Script::Compile(context, data_obj_source)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::ScriptOrigin origin2 =
v8::ScriptOrigin(v8_str(env->GetIsolate(), "new name"));
v8::Local<v8::Script> script2 =
v8::Script::Compile(context, script, &origin2).ToLocalChecked();
script2->Run(context).ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(3, break_point_hit_count);
CHECK_EQ(0, strcmp("new name", last_script_name_hit));
v8::Local<v8::Script> script3 =
v8::Script::Compile(context, script, &origin2).ToLocalChecked();
script3->Run(context).ToLocalChecked();
f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(4, break_point_hit_count);
}
static v8::Local<v8::Context> expected_context;
static v8::Local<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()->GetEmbedderData(0)->StrictEquals(
expected_context_data));
message_handler_hit_count++;
static char print_buffer[1000];
v8::String::Value json(message.GetJSON());
Utf16ToAscii(*json, json.length(), print_buffer);
// Send a continue command for break events.
if (IsBreakEventMessage(print_buffer)) {
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::Isolate* isolate = CcTest::isolate();
v8::HandleScope scope(isolate);
// Create two contexts.
v8::Local<v8::Context> context_1;
v8::Local<v8::Context> context_2;
v8::Local<v8::ObjectTemplate> global_template =
v8::Local<v8::ObjectTemplate>();
v8::Local<v8::Value> global_object = v8::Local<v8::Value>();
context_1 = v8::Context::New(isolate, NULL, global_template, global_object);
context_2 = v8::Context::New(isolate, NULL, global_template, global_object);
v8::Debug::SetMessageHandler(isolate, ContextCheckMessageHandler);
// Default data value is undefined.
CHECK(context_1->GetEmbedderData(0)->IsUndefined());
CHECK(context_2->GetEmbedderData(0)->IsUndefined());
// Set and check different data values.
v8::Local<v8::String> data_1 = v8_str(isolate, "1");
v8::Local<v8::String> data_2 = v8_str(isolate, "2");
context_1->SetEmbedderData(0, data_1);
context_2->SetEmbedderData(0, data_2);
CHECK(context_1->GetEmbedderData(0)->StrictEquals(data_1));
CHECK(context_2->GetEmbedderData(0)->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(isolate, source, "f");
f->Call(context_1, context_1->Global(), 0, NULL).ToLocalChecked();
}
// 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(isolate, source, "f");
f->Call(context_2, context_2->Global(), 0, NULL).ToLocalChecked();
}
// Two times compile event and two times break event.
CHECK_GT(message_handler_hit_count, 4);
v8::Debug::SetMessageHandler(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
// 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(message.GetIsolate());
}
}
// 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) {
i::FLAG_turbo_inlining = false; // Make sure g is not inlined into f.
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetMessageHandler(env->GetIsolate(), DebugBreakMessageHandler);
v8::Local<v8::Context> context = env.context();
// Test functions.
const char* script = "function f() { debugger; g(); } function g() { }";
CompileRun(script);
v8::Local<v8::Function> f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
v8::Local<v8::Function> g = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "g"))
.ToLocalChecked());
// Call f then g. The debugger statement in f will cause a break which will
// cause another break.
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, message_handler_break_hit_count);
// Calling g will not cause any additional breaks.
g->Call(context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(2, message_handler_break_hit_count);
}
#ifndef V8_INTERPRETED_REGEXP
// Debug event handler which gets the function on the top frame and schedules a
// break a number of times.
static void DebugEventDebugBreak(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
v8::Local<v8::Context> context = CcTest::isolate()->GetCurrentContext();
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 = 2;
v8::Local<v8::Value> argv[argc] = {
exec_state, v8::Integer::New(CcTest::isolate(), 0)};
v8::Local<v8::Value> result =
frame_function_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
if (result->IsUndefined()) {
last_function_hit[0] = '\0';
} else {
CHECK(result->IsString());
v8::Local<v8::String> function_name(
result->ToString(context).ToLocalChecked());
function_name->WriteUtf8(last_function_hit);
}
}
// Keep forcing breaks.
if (break_point_hit_count < 20) {
v8::Debug::DebugBreak(CcTest::isolate());
}
}
}
TEST(RegExpDebugBreak) {
// This test only applies to native regexps.
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
// 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(env->GetIsolate(), script, "f");
const int argc = 1;
v8::Local<v8::Value> argv[argc] = {
v8_str(env->GetIsolate(), " /* xxx */ a=0;")};
v8::Local<v8::Value> result =
f->Call(context, env->Global(), argc, argv).ToLocalChecked();
CHECK_EQ(12, result->Int32Value(context).FromJust());
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventDebugBreak);
v8::Debug::DebugBreak(env->GetIsolate());
result = f->Call(context, env->Global(), argc, argv).ToLocalChecked();
// Check that there was only one break event. Matching RegExp should not
// cause Break events.
CHECK_EQ(1, break_point_hit_count);
CHECK_EQ(0, strcmp("f", last_function_hit));
}
#endif // V8_INTERPRETED_REGEXP
// Common part of EvalContextData and NestedBreakEventContextData tests.
static void ExecuteScriptForContextCheck(
v8::Debug::MessageHandler message_handler) {
// Create a context.
v8::Local<v8::Context> context_1;
v8::Local<v8::ObjectTemplate> global_template =
v8::Local<v8::ObjectTemplate>();
context_1 =
v8::Context::New(CcTest::isolate(), NULL, global_template);
v8::Debug::SetMessageHandler(CcTest::isolate(), message_handler);
// Default data value is undefined.
CHECK(context_1->GetEmbedderData(0)->IsUndefined());
// Set and check a data value.
v8::Local<v8::String> data_1 = v8_str(CcTest::isolate(), "1");
context_1->SetEmbedderData(0, data_1);
CHECK(context_1->GetEmbedderData(0)->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(CcTest::isolate(), source, "f");
f->Call(context_1, context_1->Global(), 0, NULL).ToLocalChecked();
}
v8::Debug::SetMessageHandler(CcTest::isolate(), nullptr);
}
// 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(CcTest::isolate());
ExecuteScriptForContextCheck(ContextCheckMessageHandler);
// One time compile event and one time break event.
CHECK_GT(message_handler_hit_count, 2);
CheckDebuggerUnloaded(CcTest::isolate());
}
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()->GetEmbedderData(0)->StrictEquals(
expected_context_data));
message_handler_hit_count++;
static char print_buffer[1000];
v8::String::Value json(message.GetJSON());
Utf16ToAscii(*json, json.length(), print_buffer);
v8::Isolate* isolate = message.GetIsolate();
if (IsBreakEventMessage(print_buffer)) {
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(
isolate, 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 (IsEvaluateResponseMessage(print_buffer) &&
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(CcTest::isolate());
break_count = 0;
message_handler_hit_count = 0;
ExecuteScriptForContextCheck(DebugEvalContextCheckMessageHandler);
// 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);
CheckDebuggerUnloaded(CcTest::isolate());
}
// 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) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
after_compile_message_count = 0;
const char* script = "var a=1";
v8::Debug::SetMessageHandler(env->GetIsolate(), AfterCompileMessageHandler);
v8::Script::Compile(context, v8_str(env->GetIsolate(), script))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
v8::Debug::SetMessageHandler(env->GetIsolate(), AfterCompileMessageHandler);
v8::Debug::DebugBreak(env->GetIsolate());
v8::Script::Compile(context, v8_str(env->GetIsolate(), script))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
// Setting listener to NULL should cause debugger unload.
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
// Compilation cache should be disabled when debugger is active.
CHECK_EQ(2, after_compile_message_count);
}
// Syntax error event handler which counts a number of events.
int compile_error_event_count = 0;
static void CompileErrorEventCounterClear() {
compile_error_event_count = 0;
}
static void CompileErrorEventCounter(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
if (event == v8::CompileError) {
compile_error_event_count++;
}
}
// Tests that syntax error event is sent as many times as there are scripts
// with syntax error compiled.
TEST(SyntaxErrorMessageOnSyntaxException) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// For this test, we want to break on uncaught exceptions:
ChangeBreakOnException(false, true);
v8::Debug::SetDebugEventListener(env->GetIsolate(), CompileErrorEventCounter);
v8::Local<v8::Context> context = env.context();
CompileErrorEventCounterClear();
// Check initial state.
CHECK_EQ(0, compile_error_event_count);
// Throws SyntaxError: Unexpected end of input
CHECK(
v8::Script::Compile(context, v8_str(env->GetIsolate(), "+++")).IsEmpty());
CHECK_EQ(1, compile_error_event_count);
CHECK(v8::Script::Compile(context, v8_str(env->GetIsolate(), "/sel\\/: \\"))
.IsEmpty());
CHECK_EQ(2, compile_error_event_count);
v8::Local<v8::Script> script =
v8::Script::Compile(context,
v8_str(env->GetIsolate(), "JSON.parse('1234:')"))
.ToLocalChecked();
CHECK_EQ(2, compile_error_event_count);
CHECK(script->Run(context).IsEmpty());
CHECK_EQ(3, compile_error_event_count);
v8::Script::Compile(context,
v8_str(env->GetIsolate(), "new RegExp('/\\/\\\\');"))
.ToLocalChecked();
CHECK_EQ(3, compile_error_event_count);
v8::Script::Compile(context, v8_str(env->GetIsolate(), "throw 1;"))
.ToLocalChecked();
CHECK_EQ(3, compile_error_event_count);
}
// Tests that break event is sent when message handler is reset.
TEST(BreakMessageWhenMessageHandlerIsReset) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
after_compile_message_count = 0;
const char* script = "function f() {};";
v8::Debug::SetMessageHandler(env->GetIsolate(), AfterCompileMessageHandler);
v8::Script::Compile(context, v8_str(env->GetIsolate(), script))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
v8::Debug::SetMessageHandler(env->GetIsolate(), AfterCompileMessageHandler);
v8::Debug::DebugBreak(env->GetIsolate());
v8::Local<v8::Function> f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// Setting message handler to NULL should cause debugger unload.
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
// 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) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
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
v8::Local<v8::Context> context = env.context();
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
// For this test, we want to break on uncaught exceptions:
ChangeBreakOnException(false, true);
exception_event_count = 0;
const char* script = "function f() {throw new Error()};";
v8::Debug::SetMessageHandler(env->GetIsolate(), AfterCompileMessageHandler);
v8::Script::Compile(context, v8_str(env->GetIsolate(), script))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
v8::Debug::SetMessageHandler(env->GetIsolate(), ExceptionMessageHandler);
v8::Local<v8::Function> f = v8::Local<v8::Function>::Cast(
env->Global()
->Get(context, v8_str(env->GetIsolate(), "f"))
.ToLocalChecked());
CHECK(f->Call(context, env->Global(), 0, NULL).IsEmpty());
// Setting message handler to NULL should cause debugger unload.
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
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) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
const char* script = "function f() {};";
const char* resource_name = "test_resource";
v8::Debug::SetMessageHandler(env->GetIsolate(), AfterCompileMessageHandler);
v8::Local<v8::Context> context = env.context();
// Set a couple of provisional breakpoint on lines out of the script lines
// range.
int sbp1 = SetScriptBreakPointByNameFromJS(env->GetIsolate(), resource_name,
3, -1 /* no column */);
int sbp2 =
SetScriptBreakPointByNameFromJS(env->GetIsolate(), resource_name, 5, 5);
after_compile_message_count = 0;
v8::ScriptOrigin origin(v8_str(env->GetIsolate(), resource_name),
v8::Integer::New(env->GetIsolate(), 10),
v8::Integer::New(env->GetIsolate(), 1));
// Compile a script whose first line number is greater than the breakpoints'
// lines.
v8::Script::Compile(context, v8_str(env->GetIsolate(), script), &origin)
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
// 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(env->GetIsolate(), sbp1);
ClearBreakPointFromJS(env->GetIsolate(), sbp2);
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
}
static void BreakMessageHandler(const v8::Debug::Message& message) {
i::Isolate* isolate = CcTest::i_isolate();
if (message.IsEvent() && message.GetEvent() == v8::Break) {
// Count the number of breaks.
break_point_hit_count++;
i::HandleScope scope(isolate);
message.GetJSON();
SendContinueCommand();
} else if (message.IsEvent() && message.GetEvent() == v8::AfterCompile) {
i::HandleScope scope(isolate);
int current_count = break_point_hit_count;
// Force serialization to trigger some internal JS execution.
message.GetJSON();
CHECK_EQ(current_count, break_point_hit_count);
}
}
// Test that if DebugBreak is forced it is ignored when code from
// debug-delay.js is executed.
TEST(NoDebugBreakInAfterCompileMessageHandler) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetMessageHandler(env->GetIsolate(), BreakMessageHandler);
// Set the debug break flag.
v8::Debug::DebugBreak(env->GetIsolate());
// Create a function for testing stepping.
const char* src = "function f() { eval('var x = 10;'); } ";
v8::Local<v8::Function> f = CompileFunction(&env, src, "f");
// There should be only one break event.
CHECK_EQ(1, break_point_hit_count);
// Set the debug break flag again.
v8::Debug::DebugBreak(env->GetIsolate());
f->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// There should be one more break event when the script is evaluated in 'f'.
CHECK_EQ(2, break_point_hit_count);
// Get rid of the debug message handler.
v8::Debug::SetMessageHandler(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
static int counting_message_handler_counter;
static void CountingMessageHandler(const v8::Debug::Message& message) {
if (message.IsResponse()) counting_message_handler_counter++;
}
// Test that debug messages get processed when ProcessDebugMessages is called.
TEST(ProcessDebugMessages) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
counting_message_handler_counter = 0;
v8::Debug::SetMessageHandler(isolate, CountingMessageHandler);
const int kBufferSize = 1000;
uint16_t buffer[kBufferSize];
const char* scripts_command =
"{\"seq\":0,"
"\"type\":\"request\","
"\"command\":\"scripts\"}";
// Send scripts command.
v8::Debug::SendCommand(
isolate, buffer, AsciiToUtf16(scripts_command, buffer));
CHECK_EQ(0, counting_message_handler_counter);
v8::Debug::ProcessDebugMessages(isolate);
// At least one message should come
CHECK_GE(counting_message_handler_counter, 1);
counting_message_handler_counter = 0;
v8::Debug::SendCommand(
isolate, buffer, AsciiToUtf16(scripts_command, buffer));
v8::Debug::SendCommand(
isolate, buffer, AsciiToUtf16(scripts_command, buffer));
CHECK_EQ(0, counting_message_handler_counter);
v8::Debug::ProcessDebugMessages(isolate);
// At least two messages should come
CHECK_GE(counting_message_handler_counter, 2);
// Get rid of the debug message handler.
v8::Debug::SetMessageHandler(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
class SendCommandThread;
static SendCommandThread* send_command_thread_ = NULL;
class SendCommandThread : public v8::base::Thread {
public:
explicit SendCommandThread(v8::Isolate* isolate)
: Thread(Options("SendCommandThread")),
semaphore_(0),
isolate_(isolate) {}
static void CountingAndSignallingMessageHandler(
const v8::Debug::Message& message) {
if (message.IsResponse()) {
counting_message_handler_counter++;
send_command_thread_->semaphore_.Signal();
}
}
virtual void Run() {
semaphore_.Wait();
const int kBufferSize = 1000;
uint16_t buffer[kBufferSize];
const char* scripts_command =
"{\"seq\":0,"
"\"type\":\"request\","
"\"command\":\"scripts\"}";
int length = AsciiToUtf16(scripts_command, buffer);
// Send scripts command.
for (int i = 0; i < 20; i++) {
v8::base::ElapsedTimer timer;
timer.Start();
CHECK_EQ(i, counting_message_handler_counter);
// Queue debug message.
v8::Debug::SendCommand(isolate_, buffer, length);
// Wait for the message handler to pick up the response.
semaphore_.Wait();
i::PrintF("iteration %d took %f ms\n", i,
timer.Elapsed().InMillisecondsF());
}
isolate_->TerminateExecution();
}
void StartSending() { semaphore_.Signal(); }
private:
v8::base::Semaphore semaphore_;
v8::Isolate* isolate_;
};
static void StartSendingCommands(
const v8::FunctionCallbackInfo<v8::Value>& info) {
send_command_thread_->StartSending();
}
TEST(ProcessDebugMessagesThreaded) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
counting_message_handler_counter = 0;
v8::Debug::SetMessageHandler(
isolate, SendCommandThread::CountingAndSignallingMessageHandler);
send_command_thread_ = new SendCommandThread(isolate);
send_command_thread_->Start();
v8::Local<v8::FunctionTemplate> start =
v8::FunctionTemplate::New(isolate, StartSendingCommands);
CHECK(env->Global()
->Set(context, v8_str("start"),
start->GetFunction(context).ToLocalChecked())
.FromJust());
CompileRun("start(); while (true) { }");
CHECK_EQ(20, counting_message_handler_counter);
v8::Debug::SetMessageHandler(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
struct BacktraceData {
static int frame_counter;
static void MessageHandler(const v8::Debug::Message& message) {
char print_buffer[1000];
v8::String::Value json(message.GetJSON());
Utf16ToAscii(*json, json.length(), print_buffer, 1000);
if (strstr(print_buffer, "backtrace") == NULL) {
return;
}
frame_counter = GetTotalFramesInt(print_buffer);
}
};
int BacktraceData::frame_counter;
// Test that debug messages get processed when ProcessDebugMessages is called.
TEST(Backtrace) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
v8::Debug::SetMessageHandler(isolate, BacktraceData::MessageHandler);
const int kBufferSize = 1000;
uint16_t buffer[kBufferSize];
const char* scripts_command =
"{\"seq\":0,"
"\"type\":\"request\","
"\"command\":\"backtrace\"}";
// Check backtrace from ProcessDebugMessages.
BacktraceData::frame_counter = -10;
v8::Debug::SendCommand(
isolate,
buffer,
AsciiToUtf16(scripts_command, buffer),
NULL);
v8::Debug::ProcessDebugMessages(isolate);
CHECK_EQ(BacktraceData::frame_counter, 0);
v8::Local<v8::String> void0 = v8_str(env->GetIsolate(), "void(0)");
v8::Local<v8::Script> script = CompileWithOrigin(void0, void0);
// Check backtrace from "void(0)" script.
BacktraceData::frame_counter = -10;
v8::Debug::SendCommand(
isolate,
buffer,
AsciiToUtf16(scripts_command, buffer),
NULL);
script->Run(context).ToLocalChecked();
CHECK_EQ(BacktraceData::frame_counter, 1);
// Get rid of the debug message handler.
v8::Debug::SetMessageHandler(isolate, nullptr);
CheckDebuggerUnloaded(isolate);
}
TEST(GetMirror) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::Value> obj =
v8::Debug::GetMirror(context, v8_str(isolate, "hodja")).ToLocalChecked();
v8::ScriptCompiler::Source source(v8_str(
"function runTest(mirror) {"
" return mirror.isString() && (mirror.length() == 5);"
"}"
""
"runTest;"));
v8::Local<v8::Function> run_test = v8::Local<v8::Function>::Cast(
v8::ScriptCompiler::CompileUnboundScript(isolate, &source)
.ToLocalChecked()
->BindToCurrentContext()
->Run(context)
.ToLocalChecked());
v8::Local<v8::Value> result =
run_test->Call(context, env->Global(), 1, &obj).ToLocalChecked();
CHECK(result->IsTrue());
}
// Test that the debug break flag works with function.apply.
TEST(DebugBreakFunctionApply) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
// Create a function for testing breaking in apply.
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function baz(x) { }"
"function bar(x) { baz(); }"
"function foo(){ bar.apply(this, [1]); }",
"foo");
// Register a debug event listener which steps and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventBreakMax);
// Set the debug break flag before calling the code using function.apply.
v8::Debug::DebugBreak(env->GetIsolate());
// Limit the number of debug breaks. This is a regression test for issue 493
// where this test would enter an infinite loop.
break_point_hit_count = 0;
max_break_point_hit_count = 10000; // 10000 => infinite loop.
foo->Call(context, env->Global(), 0, NULL).ToLocalChecked();
// When keeping the debug break several break will happen.
CHECK_GT(break_point_hit_count, 1);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
v8::Local<v8::Context> debugee_context;
v8::Local<v8::Context> debugger_context;
// Property getter that checks that current and calling contexts
// are both the debugee contexts.
static void NamedGetterWithCallingContextCheck(
v8::Local<v8::String> name,
const v8::PropertyCallbackInfo<v8::Value>& info) {
CHECK_EQ(0, strcmp(*v8::String::Utf8Value(name), "a"));
v8::Local<v8::Context> current = info.GetIsolate()->GetCurrentContext();
CHECK(current == debugee_context);
CHECK(current != debugger_context);
info.GetReturnValue().Set(1);
}
// Debug event listener that checks if the first argument of a function is
// an object with property 'a' == 1. If the property has custom accessor
// this handler will eventually invoke it.
static void DebugEventGetAtgumentPropertyValue(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
if (event == v8::Break) {
break_point_hit_count++;
CHECK(debugger_context == CcTest::isolate()->GetCurrentContext());
v8::Local<v8::Function> func = v8::Local<v8::Function>::Cast(CompileRun(
"(function(exec_state) {\n"
" return (exec_state.frame(0).argumentValue(0).property('a').\n"
" value().value() == 1);\n"
"})"));
const int argc = 1;
v8::Local<v8::Value> argv[argc] = {exec_state};
v8::Local<v8::Value> result =
func->Call(debugger_context, exec_state, argc, argv).ToLocalChecked();
CHECK(result->IsTrue());
}
}
TEST(CallingContextIsNotDebugContext) {
v8::internal::Debug* debug = CcTest::i_isolate()->debug();
// Create and enter a debugee context.
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
env.ExposeDebug();
// Save handles to the debugger and debugee contexts to be used in
// NamedGetterWithCallingContextCheck.
debugee_context = env.context();
debugger_context = v8::Utils::ToLocal(debug->debug_context());
// Create object with 'a' property accessor.
v8::Local<v8::ObjectTemplate> named = v8::ObjectTemplate::New(isolate);
named->SetAccessor(v8_str(isolate, "a"), NamedGetterWithCallingContextCheck);
CHECK(env->Global()
->Set(debugee_context, v8_str(isolate, "obj"),
named->NewInstance(debugee_context).ToLocalChecked())
.FromJust());
// Register the debug event listener
v8::Debug::SetDebugEventListener(isolate, DebugEventGetAtgumentPropertyValue);
// Create a function that invokes debugger.
v8::Local<v8::Function> foo = CompileFunction(
&env,
"function bar(x) { debugger; }"
"function foo(){ bar(obj); }",
"foo");
break_point_hit_count = 0;
foo->Call(debugee_context, env->Global(), 0, NULL).ToLocalChecked();
CHECK_EQ(1, break_point_hit_count);
v8::Debug::SetDebugEventListener(isolate, nullptr);
debugee_context = v8::Local<v8::Context>();
debugger_context = v8::Local<v8::Context>();
CheckDebuggerUnloaded(isolate);
}
TEST(DebugContextIsPreservedBetweenAccesses) {
v8::HandleScope scope(CcTest::isolate());
v8::Debug::SetDebugEventListener(CcTest::isolate(),
DebugEventBreakPointHitCount);
v8::Local<v8::Context> context1 =
v8::Debug::GetDebugContext(CcTest::isolate());
v8::Local<v8::Context> context2 =
v8::Debug::GetDebugContext(CcTest::isolate());
CHECK(v8::Utils::OpenHandle(*context1).is_identical_to(
v8::Utils::OpenHandle(*context2)));
v8::Debug::SetDebugEventListener(CcTest::isolate(), nullptr);
}
TEST(NoDebugContextWhenDebuggerDisabled) {
v8::HandleScope scope(CcTest::isolate());
v8::Local<v8::Context> context =
v8::Debug::GetDebugContext(CcTest::isolate());
CHECK(context.IsEmpty());
}
static void DebugEventCheckContext(
const v8::Debug::EventDetails& event_details) {
if (event_details.GetEvent() == v8::Break) {
v8::Isolate* isolate = event_details.GetIsolate();
CHECK(v8::Debug::GetDebuggedContext(isolate)
.ToLocalChecked()
->Global()
->Equals(isolate->GetCurrentContext(),
event_details.GetEventContext()->Global())
.FromJust());
}
}
static void CheckContext(const v8::FunctionCallbackInfo<v8::Value>& args) {
CHECK(v8::Debug::GetDebuggedContext(args.GetIsolate()).IsEmpty());
}
TEST(DebuggedContext) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::Debug::SetDebugEventListener(isolate, DebugEventCheckContext);
v8::Local<v8::Function> foo =
CompileFunction(&env, "function foo(){bar=0;}", "foo");
SetBreakPoint(foo, 0);
foo->Call(env.context(), env->Global(), 0, nullptr).ToLocalChecked();
v8::Local<v8::Function> fun = v8::FunctionTemplate::New(isolate, CheckContext)
->GetFunction(env.context())
.ToLocalChecked();
fun->Call(env.context(), env->Global(), 0, nullptr).ToLocalChecked();
}
static v8::Local<v8::Value> expected_callback_data;
static void DebugEventContextChecker(const v8::Debug::EventDetails& details) {
CHECK(details.GetEventContext() == expected_context);
CHECK(expected_callback_data->Equals(details.GetEventContext(),
details.GetCallbackData())
.FromJust());
}
// Check that event details contain context where debug event occured.
TEST(DebugEventContext) {
v8::Isolate* isolate = CcTest::isolate();
v8::HandleScope scope(isolate);
expected_context = v8::Context::New(isolate);
expected_callback_data = v8::Int32::New(isolate, 2010);
v8::Debug::SetDebugEventListener(isolate, DebugEventContextChecker,
expected_callback_data);
v8::Context::Scope context_scope(expected_context);
v8::Script::Compile(expected_context,
v8_str(isolate, "(function(){debugger;})();"))
.ToLocalChecked()
->Run(expected_context)
.ToLocalChecked();
expected_context.Clear();
v8::Debug::SetDebugEventListener(isolate, nullptr);
expected_context_data = v8::Local<v8::Value>();
CheckDebuggerUnloaded(isolate);
}
static bool debug_event_break_deoptimize_done = false;
static void DebugEventBreakDeoptimize(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
v8::Local<v8::Context> context = CcTest::isolate()->GetCurrentContext();
if (event == v8::Break) {
if (!frame_function_name.IsEmpty()) {
// Get the name of the function.
const int argc = 2;
v8::Local<v8::Value> argv[argc] = {
exec_state, v8::Integer::New(CcTest::isolate(), 0)};
v8::Local<v8::Value> result =
frame_function_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
if (!result->IsUndefined()) {
char fn[80];
CHECK(result->IsString());
v8::Local<v8::String> function_name(
result->ToString(context).ToLocalChecked());
function_name->WriteUtf8(fn);
if (strcmp(fn, "bar") == 0) {
i::Deoptimizer::DeoptimizeAll(CcTest::i_isolate());
debug_event_break_deoptimize_done = true;
}
}
}
v8::Debug::DebugBreak(CcTest::isolate());
}
}
// Test deoptimization when execution is broken using the debug break stack
// check interrupt.
TEST(DeoptimizeDuringDebugBreak) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Local<v8::Context> context = env.context();
// Create a function for checking the function when hitting a break point.
frame_function_name = CompileFunction(&env,
frame_function_name_source,
"frame_function_name");
// Set a debug event listener which will keep interrupting execution until
// debug break. When inside function bar it will deoptimize all functions.
// This tests lazy deoptimization bailout for the stack check, as the first
// time in function bar when using debug break and no break points will be at
// the initial stack check.
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugEventBreakDeoptimize);
// Compile and run function bar which will optimize it for some flag settings.
v8::Local<v8::Function> f = CompileFunction(&env, "function bar(){}", "bar");
f->Call(context, v8::Undefined(env->GetIsolate()), 0, NULL).ToLocalChecked();
// Set debug break and call bar again.
v8::Debug::DebugBreak(env->GetIsolate());
f->Call(context, v8::Undefined(env->GetIsolate()), 0, NULL).ToLocalChecked();
CHECK(debug_event_break_deoptimize_done);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
}
static void DebugEventBreakWithOptimizedStack(
const v8::Debug::EventDetails& event_details) {
v8::Isolate* isolate = event_details.GetEventContext()->GetIsolate();
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Object> exec_state = event_details.GetExecutionState();
v8::Local<v8::Context> context = isolate->GetCurrentContext();
if (event == v8::Break) {
if (!frame_function_name.IsEmpty()) {
for (int i = 0; i < 2; i++) {
const int argc = 2;
v8::Local<v8::Value> argv[argc] = {exec_state,
v8::Integer::New(isolate, i)};
// Get the name of the function in frame i.
v8::Local<v8::Value> result =
frame_function_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsString());
v8::Local<v8::String> function_name(
result->ToString(context).ToLocalChecked());
CHECK(
function_name->Equals(context, v8_str(isolate, "loop")).FromJust());
// Get the name of the first argument in frame i.
result = frame_argument_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsString());
v8::Local<v8::String> argument_name(
result->ToString(context).ToLocalChecked());
CHECK(argument_name->Equals(context, v8_str(isolate, "count"))
.FromJust());
// Get the value of the first argument in frame i. If the
// function is optimized the value will be undefined, otherwise
// the value will be '1 - i'.
//
// TODO(3141533): We should be able to get the real value for
// optimized frames.
result = frame_argument_value->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsUndefined() ||
(result->Int32Value(context).FromJust() == 1 - i));
// Get the name of the first local variable.
result = frame_local_name->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsString());
v8::Local<v8::String> local_name(
result->ToString(context).ToLocalChecked());
CHECK(local_name->Equals(context, v8_str(isolate, "local")).FromJust());
// Get the value of the first local variable. If the function
// is optimized the value will be undefined, otherwise it will
// be 42.
//
// TODO(3141533): We should be able to get the real value for
// optimized frames.
result = frame_local_value->Call(context, exec_state, argc, argv)
.ToLocalChecked();
CHECK(result->IsUndefined() ||
(result->Int32Value(context).FromJust() == 42));
}
}
}
}
static void ScheduleBreak(const v8::FunctionCallbackInfo<v8::Value>& args) {
v8::Debug::SetDebugEventListener(args.GetIsolate(),
DebugEventBreakWithOptimizedStack);
v8::Debug::DebugBreak(args.GetIsolate());
}
TEST(DebugBreakStackInspection) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
frame_function_name =
CompileFunction(&env, frame_function_name_source, "frame_function_name");
frame_argument_name =
CompileFunction(&env, frame_argument_name_source, "frame_argument_name");
frame_argument_value = CompileFunction(&env,
frame_argument_value_source,
"frame_argument_value");
frame_local_name =
CompileFunction(&env, frame_local_name_source, "frame_local_name");
frame_local_value =
CompileFunction(&env, frame_local_value_source, "frame_local_value");
v8::Local<v8::FunctionTemplate> schedule_break_template =
v8::FunctionTemplate::New(env->GetIsolate(), ScheduleBreak);
v8::Local<v8::Function> schedule_break =
schedule_break_template->GetFunction(context).ToLocalChecked();
CHECK(env->Global()
->Set(context, v8_str("scheduleBreak"), schedule_break)
.FromJust());
const char* src =
"function loop(count) {"
" var local = 42;"
" if (count < 1) { scheduleBreak(); loop(count + 1); }"
"}"
"loop(0);";
v8::Script::Compile(context, v8_str(env->GetIsolate(), src))
.ToLocalChecked()
->Run(context)
.ToLocalChecked();
}
// Test that setting the terminate execution flag during debug break processing.
static void TestDebugBreakInLoop(const char* loop_head,
const char** loop_bodies,
const char* loop_tail) {
// Receive 10 breaks for each test and then terminate JavaScript execution.
static const int kBreaksPerTest = 10;
for (int i = 0; loop_bodies[i] != NULL; i++) {
// Perform a lazy deoptimization after various numbers of breaks
// have been hit.
EmbeddedVector<char, 1024> buffer;
SNPrintF(buffer, "function f() {%s%s%s}", loop_head, loop_bodies[i],
loop_tail);
i::PrintF("%s\n", buffer.start());
for (int j = 0; j < 3; j++) {
break_point_hit_count_deoptimize = j;
if (j == 2) {
break_point_hit_count_deoptimize = kBreaksPerTest;
}
break_point_hit_count = 0;
max_break_point_hit_count = kBreaksPerTest;
terminate_after_max_break_point_hit = true;
// Function with infinite loop.
CompileRun(buffer.start());
// Set the debug break to enter the debugger as soon as possible.
v8::Debug::DebugBreak(CcTest::isolate());
// Call function with infinite loop.
CompileRun("f();");
CHECK_EQ(kBreaksPerTest, break_point_hit_count);
CHECK(!CcTest::isolate()->IsExecutionTerminating());
}
}
}
static const char* loop_bodies_1[] = {"",
"g()",
"if (a == 0) { g() }",
"if (a == 1) { g() }",
"if (a == 0) { g() } else { h() }",
"if (a == 0) { continue }",
NULL};
static const char* loop_bodies_2[] = {
"if (a == 1) { continue }",
"switch (a) { case 1: g(); }",
"switch (a) { case 1: continue; }",
"switch (a) { case 1: g(); break; default: h() }",
"switch (a) { case 1: continue; break; default: h() }",
NULL};
void DebugBreakLoop(const char* loop_header, const char** loop_bodies,
const char* loop_footer) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
// Register a debug event listener which sets the break flag and counts.
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventBreakMax);
CompileRun(
"var a = 1;\n"
"function g() { }\n"
"function h() { }");
TestDebugBreakInLoop(loop_header, loop_bodies, loop_footer);
// Get rid of the debug event listener.
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
TEST(DebugBreakInWhileTrue1) {
DebugBreakLoop("while (true) {", loop_bodies_1, "}");
}
TEST(DebugBreakInWhileTrue2) {
DebugBreakLoop("while (true) {", loop_bodies_2, "}");
}
TEST(DebugBreakInWhileCondition1) {
DebugBreakLoop("while (a == 1) {", loop_bodies_1, "}");
}
TEST(DebugBreakInWhileCondition2) {
DebugBreakLoop("while (a == 1) {", loop_bodies_2, "}");
}
TEST(DebugBreakInDoWhileTrue1) {
DebugBreakLoop("do {", loop_bodies_1, "} while (true)");
}
TEST(DebugBreakInDoWhileTrue2) {
DebugBreakLoop("do {", loop_bodies_2, "} while (true)");
}
TEST(DebugBreakInDoWhileCondition1) {
DebugBreakLoop("do {", loop_bodies_1, "} while (a == 1)");
}
TEST(DebugBreakInDoWhileCondition2) {
DebugBreakLoop("do {", loop_bodies_2, "} while (a == 1)");
}
TEST(DebugBreakInFor1) { DebugBreakLoop("for (;;) {", loop_bodies_1, "}"); }
TEST(DebugBreakInFor2) { DebugBreakLoop("for (;;) {", loop_bodies_2, "}"); }
TEST(DebugBreakInForCondition1) {
DebugBreakLoop("for (;a == 1;) {", loop_bodies_1, "}");
}
TEST(DebugBreakInForCondition2) {
DebugBreakLoop("for (;a == 1;) {", loop_bodies_2, "}");
}
v8::Local<v8::Script> inline_script;
static void DebugBreakInlineListener(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
v8::Local<v8::Context> context = CcTest::isolate()->GetCurrentContext();
if (event != v8::Break) return;
int expected_frame_count = 4;
int expected_line_number[] = {1, 4, 7, 12};
i::Handle<i::Object> compiled_script = v8::Utils::OpenHandle(*inline_script);
i::Handle<i::Script> source_script = i::Handle<i::Script>(i::Script::cast(
i::JSFunction::cast(*compiled_script)->shared()->script()));
int break_id = CcTest::i_isolate()->debug()->break_id();
char script[128];
i::Vector<char> script_vector(script, sizeof(script));
SNPrintF(script_vector, "%%GetFrameCount(%d)", break_id);
v8::Local<v8::Value> result = CompileRun(script);
int frame_count = result->Int32Value(context).FromJust();
CHECK_EQ(expected_frame_count, frame_count);
for (int i = 0; i < frame_count; i++) {
// The 6. element in the returned array of GetFrameDetails contains the
// source position of that frame.
SNPrintF(script_vector, "%%GetFrameDetails(%d, %d)[6]", break_id, i);
v8::Local<v8::Value> result = CompileRun(script);
CHECK_EQ(expected_line_number[i],
i::Script::GetLineNumber(source_script,
result->Int32Value(context).FromJust()));
}
v8::Debug::SetDebugEventListener(CcTest::isolate(), nullptr);
CcTest::isolate()->TerminateExecution();
}
TEST(DebugBreakInline) {
i::FLAG_allow_natives_syntax = true;
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Local<v8::Context> context = env.context();
const char* source =
"function debug(b) { \n"
" if (b) debugger; \n"
"} \n"
"function f(b) { \n"
" debug(b) \n"
"}; \n"
"function g(b) { \n"
" f(b); \n"
"}; \n"
"g(false); \n"
"g(false); \n"
"%OptimizeFunctionOnNextCall(g); \n"
"g(true);";
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugBreakInlineListener);
inline_script =
v8::Script::Compile(context, v8_str(env->GetIsolate(), source))
.ToLocalChecked();
inline_script->Run(context).ToLocalChecked();
}
static void DebugEventStepNext(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
if (event == v8::Break) {
PrepareStep(StepNext);
}
}
static void RunScriptInANewCFrame(const char* source) {
v8::TryCatch try_catch(CcTest::isolate());
CompileRun(source);
CHECK(try_catch.HasCaught());
}
TEST(Regress131642) {
// Bug description:
// When doing StepNext through the first script, the debugger is not reset
// after exiting through exception. A flawed implementation enabling the
// debugger to step into Array.prototype.forEach breaks inside the callback
// for forEach in the second script under the assumption that we are in a
// recursive call. In an attempt to step out, we crawl the stack using the
// recorded frame pointer from the first script and fail when not finding it
// on the stack.
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugEventStepNext);
// We step through the first script. It exits through an exception. We run
// this inside a new frame to record a different FP than the second script
// would expect.
const char* script_1 = "debugger; throw new Error();";
RunScriptInANewCFrame(script_1);
// The second script uses forEach.
const char* script_2 = "[0].forEach(function() { });";
CompileRun(script_2);
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
}
// Import from test-heap.cc
namespace v8 {
namespace internal {
int CountNativeContexts();
}
}
static void NopListener(const v8::Debug::EventDetails& event_details) {
}
TEST(DebuggerCreatesContextIffActive) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
CHECK_EQ(1, v8::internal::CountNativeContexts());
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CompileRun("debugger;");
CHECK_EQ(1, v8::internal::CountNativeContexts());
v8::Debug::SetDebugEventListener(env->GetIsolate(), NopListener);
CompileRun("debugger;");
CHECK_EQ(2, v8::internal::CountNativeContexts());
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
}
TEST(LiveEditEnabled) {
v8::internal::FLAG_allow_natives_syntax = true;
LocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetLiveEditEnabled(env->GetIsolate(), true);
CompileRun("%LiveEditCompareStrings('', '')");
}
TEST(LiveEditDisabled) {
v8::internal::FLAG_allow_natives_syntax = true;
LocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetLiveEditEnabled(env->GetIsolate(), false);
CompileRun("%LiveEditCompareStrings('', '')");
}
TEST(PrecompiledFunction) {
// Regression test for crbug.com/346207. If we have preparse data, parsing the
// function in the presence of the debugger (and breakpoints) should still
// succeed. The bug was that preparsing was done lazily and parsing was done
// eagerly, so, the symbol streams didn't match.
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
env.ExposeDebug();
v8::Debug::SetDebugEventListener(env->GetIsolate(), DebugBreakInlineListener);
v8::Local<v8::Function> break_here =
CompileFunction(&env, "function break_here(){}", "break_here");
SetBreakPoint(break_here, 0);
const char* source =
"var a = b = c = 1; \n"
"function this_is_lazy() { \n"
// This symbol won't appear in the preparse data.
" var a; \n"
"} \n"
"function bar() { \n"
" return \"bar\"; \n"
"}; \n"
"a = b = c = 2; \n"
"bar(); \n";
Change ScriptCompiler::CompileOptions to allow for two 'cache' modes (parser or code) and to be explicit about cache consumption or production (rather than making presence of cached_data imply one or the other.) Also add a --cache flag to d8, to allow testing the functionality. ----------------------------- API change Reason: Currently, V8 supports a 'parser cache' for repeatedly executing the same script. We'd like to add a 2nd mode that would cache code, and would like to let the embedder decide which mode they chose (if any). Note: Previously, the 'use cached data' property was implied by the presence of the cached data itself. (That is, kNoCompileOptions and source->cached_data != NULL.) That is no longer sufficient, since the presence of data is no longer sufficient to determine /which kind/ of data is present. Changes from old behaviour: - If you previously didn't use caching, nothing changes. Example: v8::CompileUnbound(isolate, source, kNoCompileOptions); - If you previously used caching, it worked like this: - 1st run: v8::CompileUnbound(isolate, source, kProduceToCache); Then, source->cached_data would contain the data-to-be cached. This remains the same, except you need to tell V8 which type of data you want. v8::CompileUnbound(isolate, source, kProduceParserCache); - 2nd run: v8::CompileUnbound(isolate, source, kNoCompileOptions); with source->cached_data set to the data you received in the first run. This will now ignore the cached data, and you need to explicitly tell V8 to use it: v8::CompileUnbound(isolate, source, kConsumeParserCache); ----------------------------- BUG= R=marja@chromium.org, yangguo@chromium.org Review URL: https://codereview.chromium.org/389573006 git-svn-id: https://v8.googlecode.com/svn/branches/bleeding_edge@22431 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2014-07-16 12:18:33 +00:00
v8::Local<v8::Value> result = ParserCacheCompileRun(source);
CHECK(result->IsString());
v8::String::Utf8Value utf8(result);
CHECK_EQ(0, strcmp("bar", *utf8));
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CheckDebuggerUnloaded(env->GetIsolate());
}
static void DebugBreakStackTraceListener(
const v8::Debug::EventDetails& event_details) {
v8::StackTrace::CurrentStackTrace(CcTest::isolate(), 10);
}
static void AddDebugBreak(const v8::FunctionCallbackInfo<v8::Value>& args) {
v8::Debug::DebugBreak(args.GetIsolate());
}
TEST(DebugBreakStackTrace) {
DebugLocalContext env;
v8::HandleScope scope(env->GetIsolate());
v8::Debug::SetDebugEventListener(env->GetIsolate(),
DebugBreakStackTraceListener);
v8::Local<v8::Context> context = env.context();
v8::Local<v8::FunctionTemplate> add_debug_break_template =
v8::FunctionTemplate::New(env->GetIsolate(), AddDebugBreak);
v8::Local<v8::Function> add_debug_break =
add_debug_break_template->GetFunction(context).ToLocalChecked();
CHECK(env->Global()
->Set(context, v8_str("add_debug_break"), add_debug_break)
.FromJust());
CompileRun("(function loop() {"
" for (var j = 0; j < 1000; j++) {"
" for (var i = 0; i < 1000; i++) {"
" if (i == 999) add_debug_break();"
" }"
" }"
"})()");
}
v8::base::Semaphore terminate_requested_semaphore(0);
v8::base::Semaphore terminate_fired_semaphore(0);
bool terminate_already_fired = false;
static void DebugBreakTriggerTerminate(
const v8::Debug::EventDetails& event_details) {
if (event_details.GetEvent() != v8::Break || terminate_already_fired) return;
terminate_requested_semaphore.Signal();
// Wait for at most 2 seconds for the terminate request.
CHECK(terminate_fired_semaphore.WaitFor(v8::base::TimeDelta::FromSeconds(2)));
terminate_already_fired = true;
}
class TerminationThread : public v8::base::Thread {
public:
explicit TerminationThread(v8::Isolate* isolate)
: Thread(Options("terminator")), isolate_(isolate) {}
virtual void Run() {
terminate_requested_semaphore.Wait();
isolate_->TerminateExecution();
terminate_fired_semaphore.Signal();
}
private:
v8::Isolate* isolate_;
};
TEST(DebugBreakOffThreadTerminate) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Debug::SetDebugEventListener(isolate, DebugBreakTriggerTerminate);
TerminationThread terminator(isolate);
terminator.Start();
v8::TryCatch try_catch(env->GetIsolate());
v8::Debug::DebugBreak(isolate);
CompileRun("while (true);");
CHECK(try_catch.HasTerminated());
}
static void DebugEventExpectNoException(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
CHECK_NE(v8::Exception, event);
}
static void TryCatchWrappedThrowCallback(
const v8::FunctionCallbackInfo<v8::Value>& args) {
v8::TryCatch try_catch(args.GetIsolate());
CompileRun("throw 'rejection';");
CHECK(try_catch.HasCaught());
}
TEST(DebugPromiseInterceptedByTryCatch) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Debug::SetDebugEventListener(isolate, &DebugEventExpectNoException);
v8::Local<v8::Context> context = env.context();
ChangeBreakOnException(false, true);
v8::Local<v8::FunctionTemplate> fun =
v8::FunctionTemplate::New(isolate, TryCatchWrappedThrowCallback);
CHECK(env->Global()
->Set(context, v8_str("fun"),
fun->GetFunction(context).ToLocalChecked())
.FromJust());
CompileRun("var p = new Promise(function(res, rej) { fun(); res(); });");
CompileRun(
"var r;"
"p.then(function() { r = 'resolved'; },"
" function() { r = 'rejected'; });");
CHECK(CompileRun("r")->Equals(context, v8_str("resolved")).FromJust());
}
static int exception_event_counter = 0;
static void DebugEventCountException(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
if (event == v8::Exception) exception_event_counter++;
}
static void ThrowCallback(const v8::FunctionCallbackInfo<v8::Value>& args) {
CompileRun("throw 'rejection';");
}
TEST(DebugPromiseRejectedByCallback) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Debug::SetDebugEventListener(isolate, &DebugEventCountException);
v8::Local<v8::Context> context = env.context();
ChangeBreakOnException(false, true);
exception_event_counter = 0;
v8::Local<v8::FunctionTemplate> fun =
v8::FunctionTemplate::New(isolate, ThrowCallback);
CHECK(env->Global()
->Set(context, v8_str("fun"),
fun->GetFunction(context).ToLocalChecked())
.FromJust());
CompileRun("var p = new Promise(function(res, rej) { fun(); res(); });");
CompileRun(
"var r;"
"p.then(function() { r = 'resolved'; },"
" function(e) { r = 'rejected' + e; });");
CHECK(
CompileRun("r")->Equals(context, v8_str("rejectedrejection")).FromJust());
CHECK_EQ(1, exception_event_counter);
}
static void DebugHarmonyScopingListener(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
if (event != v8::Break) return;
int break_id = CcTest::i_isolate()->debug()->break_id();
char script[128];
i::Vector<char> script_vector(script, sizeof(script));
SNPrintF(script_vector, "%%GetFrameCount(%d)", break_id);
ExpectInt32(script, 1);
SNPrintF(script_vector, "var frame = new FrameMirror(%d, 0);", break_id);
CompileRun(script);
ExpectInt32("frame.evaluate('x').value_", 1);
ExpectInt32("frame.evaluate('y').value_", 2);
CompileRun("var allScopes = frame.allScopes()");
ExpectInt32("allScopes.length", 2);
ExpectBoolean("allScopes[0].scopeType() === ScopeType.Script", true);
ExpectInt32("allScopes[0].scopeObject().value_.x", 1);
ExpectInt32("allScopes[0].scopeObject().value_.y", 2);
CompileRun("allScopes[0].setVariableValue('x', 5);");
CompileRun("allScopes[0].setVariableValue('y', 6);");
ExpectInt32("frame.evaluate('x + y').value_", 11);
}
TEST(DebugBreakInLexicalScopes) {
i::FLAG_allow_natives_syntax = true;
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Debug::SetDebugEventListener(isolate, DebugHarmonyScopingListener);
CompileRun(
"'use strict'; \n"
"let x = 1; \n");
ExpectInt32(
"'use strict'; \n"
"let y = 2; \n"
"debugger; \n"
"x * y",
30);
ExpectInt32(
"x = 1; y = 2; \n"
"debugger;"
"x * y",
30);
}
static int after_compile_handler_depth = 0;
static void HandleInterrupt(v8::Isolate* isolate, void* data) {
CHECK_EQ(0, after_compile_handler_depth);
}
static void NoInterruptsOnDebugEvent(
const v8::Debug::EventDetails& event_details) {
if (event_details.GetEvent() != v8::AfterCompile) return;
++after_compile_handler_depth;
// Do not allow nested AfterCompile events.
CHECK(after_compile_handler_depth <= 1);
v8::Isolate* isolate = event_details.GetEventContext()->GetIsolate();
isolate->RequestInterrupt(&HandleInterrupt, nullptr);
CompileRun("function foo() {}; foo();");
--after_compile_handler_depth;
}
TEST(NoInterruptsInDebugListener) {
DebugLocalContext env;
v8::Debug::SetDebugEventListener(env->GetIsolate(), NoInterruptsOnDebugEvent);
CompileRun("void(0);");
}
class TestBreakLocation : public i::BreakLocation {
public:
using i::BreakLocation::GetIterator;
using i::BreakLocation::Iterator;
};
TEST(BreakLocationIterator) {
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
i::Isolate* i_isolate = reinterpret_cast<i::Isolate*>(isolate);
v8::HandleScope scope(isolate);
v8::Local<v8::Value> result = CompileRun(
"function f() {\n"
" debugger; \n"
" f(); \n"
" debugger; \n"
"} \n"
"f");
Handle<i::Object> function_obj = v8::Utils::OpenHandle(*result);
Handle<i::JSFunction> function = Handle<i::JSFunction>::cast(function_obj);
Handle<i::SharedFunctionInfo> shared(function->shared());
EnableDebugger(isolate);
CHECK(i_isolate->debug()->EnsureDebugInfo(shared, function));
Handle<i::DebugInfo> debug_info(shared->GetDebugInfo());
int code_size = debug_info->abstract_code()->Size();
bool found_return = false;
bool found_call = false;
bool found_debugger = false;
// Test public interface.
for (int i = 0; i < code_size; i++) {
i::BreakLocation location = i::BreakLocation::FromCodeOffset(debug_info, i);
if (location.IsCall()) found_call = true;
if (location.IsReturn()) found_return = true;
if (location.IsDebuggerStatement()) found_debugger = true;
}
CHECK(found_call);
CHECK(found_return);
CHECK(found_debugger);
// Test underlying implementation.
TestBreakLocation::Iterator* iterator =
TestBreakLocation::GetIterator(debug_info, i::ALL_BREAK_LOCATIONS);
CHECK(iterator->GetBreakLocation().IsDebuggerStatement());
CHECK_EQ(17, iterator->GetBreakLocation().position());
iterator->Next();
CHECK(iterator->GetBreakLocation().IsDebugBreakSlot());
CHECK_EQ(32, iterator->GetBreakLocation().position());
iterator->Next();
CHECK(iterator->GetBreakLocation().IsCall());
CHECK_EQ(32, iterator->GetBreakLocation().position());
iterator->Next();
CHECK(iterator->GetBreakLocation().IsDebuggerStatement());
CHECK_EQ(47, iterator->GetBreakLocation().position());
iterator->Next();
CHECK(iterator->GetBreakLocation().IsReturn());
CHECK_EQ(60, iterator->GetBreakLocation().position());
iterator->Next();
CHECK(iterator->Done());
delete iterator;
iterator = TestBreakLocation::GetIterator(debug_info, i::CALLS_AND_RETURNS);
CHECK(iterator->GetBreakLocation().IsCall());
CHECK_EQ(32, iterator->GetBreakLocation().position());
iterator->Next();
CHECK(iterator->GetBreakLocation().IsReturn());
CHECK_EQ(60, iterator->GetBreakLocation().position());
iterator->Next();
CHECK(iterator->Done());
delete iterator;
DisableDebugger(isolate);
}
TEST(DisableTailCallElimination) {
i::FLAG_allow_natives_syntax = true;
i::FLAG_harmony_tailcalls = true;
// TODO(ishell, 4698): Investigate why TurboFan in --always-opt mode makes
// stack[2].getFunctionName() return null.
i::FLAG_turbo_inlining = false;
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
CHECK(v8::Debug::IsTailCallEliminationEnabled(isolate));
CompileRun(
"'use strict'; \n"
"Error.prepareStackTrace = (error,stack) => { \n"
" error.strace = stack; \n"
" return error.message + \"\\n at \" + stack.join(\"\\n at \"); \n"
"} \n"
" \n"
"function getCaller() { \n"
" var e = new Error(); \n"
" e.stack; // prepare stack trace \n"
" var stack = e.strace; \n"
" %GlobalPrint('caller: '); \n"
" %GlobalPrint(stack[2].getFunctionName()); \n"
" %GlobalPrint('\\n'); \n"
" return stack[2].getFunctionName(); \n"
"} \n"
"function f() { \n"
" var caller = getCaller(); \n"
" if (caller === 'g') return 1; \n"
" if (caller === 'h') return 2; \n"
" return 0; \n"
"} \n"
"function g() { \n"
" return f(); \n"
"} \n"
"function h() { \n"
" var result = g(); \n"
" return result; \n"
"} \n"
"%NeverOptimizeFunction(getCaller); \n"
"%NeverOptimizeFunction(f); \n"
"%NeverOptimizeFunction(h); \n"
"");
ExpectInt32("h();", 2);
ExpectInt32("h(); %OptimizeFunctionOnNextCall(g); h();", 2);
v8::Debug::SetTailCallEliminationEnabled(isolate, false);
CHECK(!v8::Debug::IsTailCallEliminationEnabled(isolate));
ExpectInt32("h();", 1);
ExpectInt32("h(); %OptimizeFunctionOnNextCall(g); h();", 1);
v8::Debug::SetTailCallEliminationEnabled(isolate, true);
CHECK(v8::Debug::IsTailCallEliminationEnabled(isolate));
ExpectInt32("h();", 2);
ExpectInt32("h(); %OptimizeFunctionOnNextCall(g); h();", 2);
}
TEST(DebugStepNextTailCallEliminiation) {
i::FLAG_allow_natives_syntax = true;
i::FLAG_harmony_tailcalls = true;
// TODO(ishell, 4698): Investigate why TurboFan in --always-opt mode makes
// stack[2].getFunctionName() return null.
i::FLAG_turbo_inlining = false;
DebugLocalContext env;
env.ExposeDebug();
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
CHECK(v8::Debug::IsTailCallEliminationEnabled(isolate));
const char* source =
"'use strict'; \n"
"var Debug = debug.Debug; \n"
"var exception = null; \n"
"var breaks = 0; \n"
"var log = []; \n"
"function f(x) { \n"
" if (x == 2) { \n"
" debugger; // Break a \n"
" } \n"
" if (x-- > 0) { // Break b \n"
" return f(x); // Break c \n"
" } \n"
"} // Break e \n"
"function listener(event, exec_state, event_data, data) {\n"
" if (event != Debug.DebugEvent.Break) return; \n"
" try { \n"
" var line = exec_state.frame(0).sourceLineText(); \n"
" var col = exec_state.frame(0).sourceColumn(); \n"
" var match = line.match(/\\/\\/ Break (\\w)/); \n"
" log.push(match[1] + col); \n"
" exec_state.prepareStep(Debug.StepAction.StepNext); \n"
" } catch (e) { \n"
" exception = e; \n"
" }; \n"
"}; \n"
"Debug.setListener(listener); \n"
"f(4); \n"
"Debug.setListener(null); // Break d \n";
CompileRun(source);
ExpectNull("exception");
ExpectString("JSON.stringify(log)", "[\"a4\",\"b2\",\"c4\",\"c11\",\"d0\"]");
v8::Debug::SetTailCallEliminationEnabled(isolate, false);
CompileRun(
"log = []; \n"
"Debug.setListener(listener); \n"
"f(5); \n"
"Debug.setListener(null); // Break f \n");
ExpectNull("exception");
ExpectString("JSON.stringify(log)",
"[\"a4\",\"b2\",\"c4\",\"e0\",\"e0\",\"e0\",\"e0\",\"f0\"]");
}
size_t current_action = 0;
StepAction actions[] = {StepNext, StepNext};
static void DebugStepOverFunctionWithCaughtExceptionListener(
const v8::Debug::EventDetails& event_details) {
v8::DebugEvent event = event_details.GetEvent();
if (event != v8::Break) return;
++break_point_hit_count;
if (current_action >= 2) return;
PrepareStep(actions[current_action]);
}
TEST(DebugStepOverFunctionWithCaughtException) {
i::FLAG_allow_natives_syntax = true;
DebugLocalContext env;
v8::Isolate* isolate = env->GetIsolate();
v8::HandleScope scope(isolate);
v8::Debug::SetDebugEventListener(
isolate, DebugStepOverFunctionWithCaughtExceptionListener);
break_point_hit_count = 0;
CompileRun(
"function foo() {\n"
" try { throw new Error(); } catch (e) {}\n"
"}\n"
"debugger;\n"
"foo();\n"
"foo();\n");
v8::Debug::SetDebugEventListener(env->GetIsolate(), nullptr);
CHECK_EQ(break_point_hit_count, 4);
}