// Copyright 2008 the V8 project authors. All rights reserved. // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following // disclaimer in the documentation and/or other materials provided // with the distribution. // * Neither the name of Google Inc. nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef V8_V8_DEBUG_H_ #define V8_V8_DEBUG_H_ #include "v8.h" #ifdef _WIN32 typedef int int32_t; typedef unsigned int uint32_t; typedef unsigned short uint16_t; // NOLINT typedef long long int64_t; // NOLINT // Setup for Windows DLL export/import. See v8.h in this directory for // information on how to build/use V8 as a DLL. #if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED) #error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\ build configuration to ensure that at most one of these is set #endif #ifdef BUILDING_V8_SHARED #define EXPORT __declspec(dllexport) #elif USING_V8_SHARED #define EXPORT __declspec(dllimport) #else #define EXPORT #endif #else // _WIN32 // Setup for Linux shared library export. See v8.h in this directory for // information on how to build/use V8 as shared library. #if defined(__GNUC__) && (__GNUC__ >= 4) #define EXPORT __attribute__ ((visibility("default"))) #else // defined(__GNUC__) && (__GNUC__ >= 4) #define EXPORT #endif // defined(__GNUC__) && (__GNUC__ >= 4) #endif // _WIN32 /** * Debugger support for the V8 JavaScript engine. */ namespace v8 { // Debug events which can occur in the V8 JavaScript engine. enum DebugEvent { Break = 1, Exception = 2, NewFunction = 3, BeforeCompile = 4, AfterCompile = 5, ScriptCollected = 6 }; class EXPORT Debug { public: /** * A client object passed to the v8 debugger whose ownership will be taken by * it. v8 is always responsible for deleting the object. */ class ClientData { public: virtual ~ClientData() {} }; /** * A message object passed to the debug message handler. */ class Message { public: /** * Check type of message. */ virtual bool IsEvent() const = 0; virtual bool IsResponse() const = 0; virtual DebugEvent GetEvent() const = 0; /** * Indicate whether this is a response to a continue command which will * start the VM running after this is processed. */ virtual bool WillStartRunning() const = 0; /** * Access to execution state and event data. Don't store these cross * callbacks as their content becomes invalid. These objects are from the * debugger event that started the debug message loop. */ virtual Handle GetExecutionState() const = 0; virtual Handle GetEventData() const = 0; /** * Get the debugger protocol JSON. */ virtual Handle GetJSON() const = 0; /** * Get the context active when the debug event happened. Note this is not * the current active context as the JavaScript part of the debugger is * running in it's own context which is entered at this point. */ virtual Handle GetEventContext() const = 0; /** * Client data passed with the corresponding request if any. This is the * client_data data value passed into Debug::SendCommand along with the * request that led to the message or NULL if the message is an event. The * debugger takes ownership of the data and will delete it even if there is * no message handler. */ virtual ClientData* GetClientData() const = 0; virtual ~Message() {} }; /** * Debug event callback function. * * \param event the type of the debug event that triggered the callback * (enum DebugEvent) * \param exec_state execution state (JavaScript object) * \param event_data event specific data (JavaScript object) * \param data value passed by the user to SetDebugEventListener */ typedef void (*EventCallback)(DebugEvent event, Handle exec_state, Handle event_data, Handle data); /** * Debug message callback function. * * \param message the debug message handler message object * \param length length of the message * \param client_data the data value passed when registering the message handler * A MessageHandler does not take posession of the message string, * and must not rely on the data persisting after the handler returns. * * This message handler is deprecated. Use MessageHandler2 instead. */ typedef void (*MessageHandler)(const uint16_t* message, int length, ClientData* client_data); /** * Debug message callback function. * * \param message the debug message handler message object * A MessageHandler does not take posession of the message data, * and must not rely on the data persisting after the handler returns. */ typedef void (*MessageHandler2)(const Message& message); /** * Debug host dispatch callback function. */ typedef void (*HostDispatchHandler)(); // Set a C debug event listener. static bool SetDebugEventListener(EventCallback that, Handle data = Handle()); // Set a JavaScript debug event listener. static bool SetDebugEventListener(v8::Handle that, Handle data = Handle()); // Break execution of JavaScript. static void DebugBreak(); // Message based interface. The message protocol is JSON. NOTE the message // handler thread is not supported any more parameter must be false. static void SetMessageHandler(MessageHandler handler, bool message_handler_thread = false); static void SetMessageHandler2(MessageHandler2 handler); static void SendCommand(const uint16_t* command, int length, ClientData* client_data = NULL); // Dispatch interface. static void SetHostDispatchHandler(HostDispatchHandler handler, int period = 100); /** * Run a JavaScript function in the debugger. * \param fun the function to call * \param data passed as second argument to the function * With this call the debugger is entered and the function specified is called * with the execution state as the first argument. This makes it possible to * get access to information otherwise not available during normal JavaScript * execution e.g. details on stack frames. The following example show a * JavaScript function which when passed to v8::Debug::Call will return the * current line of JavaScript execution. * * \code * function frame_source_line(exec_state) { * return exec_state.frame(0).sourceLine(); * } * \endcode */ static Handle Call(v8::Handle fun, Handle data = Handle()); /** * Enable the V8 builtin debug agent. The debugger agent will listen on the * supplied TCP/IP port for remote debugger connection. * \param name the name of the embedding application * \param port the TCP/IP port to listen on */ static bool EnableAgent(const char* name, int port); }; } // namespace v8 #undef EXPORT #endif // V8_V8_DEBUG_H_