v8/src/debug.h
sgjesse@chromium.org 80c0290714 Added a debugger call to run a JavaScript function in the debugger. When called the debugger will be entered and the JavaScript function will be called with the debugger ExecutionState object as its first parameter.
This makes it possible to get information like current line number, current script resource, backtrace information etc. which is not part of the normal API.
Review URL: http://codereview.chromium.org/12472

git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@854 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-11-27 08:01:27 +00:00

587 lines
21 KiB
C++

// Copyright 2006-2008 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 "../include/v8-debug.h"
#include "assembler.h"
#include "code-stubs.h"
#include "execution.h"
#include "factory.h"
#include "platform.h"
#include "string-stream.h"
namespace v8 { namespace internal {
// Step actions. NOTE: These values are in macros.py as well.
enum StepAction {
StepNone = -1, // Stepping not prepared.
StepOut = 0, // Step out of the current function.
StepNext = 1, // Step to the next statement in the current function.
StepIn = 2, // Step into new functions invoked or the next statement
// in the current function.
StepMin = 3, // Perform a minimum step in the current function.
StepInMin = 4 // Step into new functions invoked or perform a minimum step
// in the current function.
};
// Type of exception break. NOTE: These values are in macros.py as well.
enum ExceptionBreakType {
BreakException = 0,
BreakUncaughtException = 1
};
// Type of exception break. NOTE: These values are in macros.py as well.
enum BreakLocatorType {
ALL_BREAK_LOCATIONS = 0,
SOURCE_BREAK_LOCATIONS = 1
};
// Class for iterating through the break points in a function and changing
// them.
class BreakLocationIterator {
public:
explicit BreakLocationIterator(Handle<DebugInfo> debug_info,
BreakLocatorType type);
virtual ~BreakLocationIterator();
void Next();
void Next(int count);
void FindBreakLocationFromAddress(Address pc);
void FindBreakLocationFromPosition(int position);
void Reset();
bool Done() const;
void SetBreakPoint(Handle<Object> break_point_object);
void ClearBreakPoint(Handle<Object> break_point_object);
void SetOneShot();
void ClearOneShot();
void PrepareStepIn();
bool IsExit() const;
bool HasBreakPoint();
bool IsDebugBreak();
Object* BreakPointObjects();
inline int code_position() { return pc() - debug_info_->code()->entry(); }
inline int break_point() { return break_point_; }
inline int position() { return position_; }
inline int statement_position() { return statement_position_; }
inline Address pc() { return reloc_iterator_->rinfo()->pc(); }
inline Code* code() { return debug_info_->code(); }
inline RelocInfo* rinfo() { return reloc_iterator_->rinfo(); }
inline RelocInfo::Mode rmode() const {
return reloc_iterator_->rinfo()->rmode();
}
inline RelocInfo* original_rinfo() {
return reloc_iterator_original_->rinfo();
}
inline RelocInfo::Mode original_rmode() const {
return reloc_iterator_original_->rinfo()->rmode();
}
protected:
bool RinfoDone() const;
void RinfoNext();
BreakLocatorType type_;
int break_point_;
int position_;
int statement_position_;
Handle<DebugInfo> debug_info_;
RelocIterator* reloc_iterator_;
RelocIterator* reloc_iterator_original_;
private:
void SetDebugBreak();
void ClearDebugBreak();
DISALLOW_COPY_AND_ASSIGN(BreakLocationIterator);
};
// Linked list holding debug info objects. The debug info objects are kept as
// weak handles to avoid a debug info object to keep a function alive.
class DebugInfoListNode {
public:
explicit DebugInfoListNode(DebugInfo* debug_info);
virtual ~DebugInfoListNode();
DebugInfoListNode* next() { return next_; }
void set_next(DebugInfoListNode* next) { next_ = next; }
Handle<DebugInfo> debug_info() { return debug_info_; }
private:
// Global (weak) handle to the debug info object.
Handle<DebugInfo> debug_info_;
// Next pointer for linked list.
DebugInfoListNode* next_;
};
// This class contains the debugger support. The main purpose is to handle
// setting break points in the code.
//
// This class controls the debug info for all functions which currently have
// active breakpoints in them. This debug info is held in the heap root object
// debug_info which is a FixedArray. Each entry in this list is of class
// DebugInfo.
class Debug {
public:
static void Setup(bool create_heap_objects);
static bool Load();
static void Unload();
static bool IsLoaded() { return !debug_context_.is_null(); }
static bool InDebugger() { return Top::is_break(); }
static void Iterate(ObjectVisitor* v);
static Object* Break(Arguments args);
static void SetBreakPoint(Handle<SharedFunctionInfo> shared,
int source_position,
Handle<Object> break_point_object);
static void ClearBreakPoint(Handle<Object> break_point_object);
static void FloodWithOneShot(Handle<SharedFunctionInfo> shared);
static void FloodHandlerWithOneShot();
static void ChangeBreakOnException(ExceptionBreakType type, bool enable);
static void PrepareStep(StepAction step_action, int step_count);
static void ClearStepping();
static bool StepNextContinue(BreakLocationIterator* break_location_iterator,
JavaScriptFrame* frame);
static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared);
static bool HasDebugInfo(Handle<SharedFunctionInfo> shared);
// Returns whether the operation succedded.
static bool EnsureDebugInfo(Handle<SharedFunctionInfo> shared);
static bool IsDebugBreak(Address addr);
// Check whether a code stub with the specified major key is a possible break
// point location.
static bool IsSourceBreakStub(Code* code);
static bool IsBreakStub(Code* code);
// Find the builtin to use for invoking the debug break
static Handle<Code> FindDebugBreak(RelocInfo* rinfo);
static Handle<Object> GetSourceBreakLocations(
Handle<SharedFunctionInfo> shared);
static Code* GetCodeTarget(Address target);
// Getter for the debug_context.
inline static Handle<Context> debug_context() { return debug_context_; }
// Check whether a global object is the debug global object.
static bool IsDebugGlobal(GlobalObject* global);
// Fast check to see if any break points are active.
inline static bool has_break_points() { return has_break_points_; }
static bool StepInActive() { return thread_local_.step_into_fp_ != 0; }
static Address step_in_fp() { return thread_local_.step_into_fp_; }
static Address* step_in_fp_addr() { return &thread_local_.step_into_fp_; }
// Getter and setter for the disable break state.
static bool disable_break() { return disable_break_; }
static void set_disable_break(bool disable_break) {
disable_break_ = disable_break;
}
// Getters for the current exception break state.
static bool break_on_exception() { return break_on_exception_; }
static bool break_on_uncaught_exception() {
return break_on_uncaught_exception_;
}
enum AddressId {
k_after_break_target_address,
k_debug_break_return_address,
k_register_address
};
// Support for setting the address to jump to when returning from break point.
static Address* after_break_target_address() {
return reinterpret_cast<Address*>(&thread_local_.after_break_target_);
}
// Support for saving/restoring registers when handling debug break calls.
static Object** register_address(int r) {
return &registers_[r];
}
// Address of the debug break return entry code.
static Code* debug_break_return_entry() { return debug_break_return_entry_; }
// Support for getting the address of the debug break on return code.
static Code** debug_break_return_address() {
return &debug_break_return_;
}
static const int kEstimatedNofDebugInfoEntries = 16;
static const int kEstimatedNofBreakPointsInFunction = 16;
static void HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data);
friend class Debugger;
friend Handle<FixedArray> GetDebuggedFunctions(); // Found in test-debug.cc
// Threading support.
static char* ArchiveDebug(char* to);
static char* RestoreDebug(char* from);
static int ArchiveSpacePerThread();
// Code generation assumptions.
static const int kIa32CallInstructionLength = 5;
static const int kIa32JSReturnSequenceLength = 6;
private:
static bool CompileDebuggerScript(int index);
static void ClearOneShot();
static void ActivateStepIn(StackFrame* frame);
static void ClearStepIn();
static void ClearStepNext();
// Returns whether the compile succedded.
static bool EnsureCompiled(Handle<SharedFunctionInfo> shared);
static void RemoveDebugInfo(Handle<DebugInfo> debug_info);
static void SetAfterBreakTarget(JavaScriptFrame* frame);
static Handle<Object> CheckBreakPoints(Handle<Object> break_point);
static bool CheckBreakPoint(Handle<Object> break_point_object);
// Global handle to debug context where all the debugger JavaScript code is
// loaded.
static Handle<Context> debug_context_;
// Boolean state indicating whether any break points are set.
static bool has_break_points_;
static DebugInfoListNode* debug_info_list_;
static bool disable_break_;
static bool break_on_exception_;
static bool break_on_uncaught_exception_;
// Per-thread:
class ThreadLocal {
public:
// Step action for last step performed.
StepAction last_step_action_;
// Source statement position from last step next action.
int last_statement_position_;
// Number of steps left to perform before debug event.
int step_count_;
// Frame pointer from last step next action.
Address last_fp_;
// Frame pointer for frame from which step in was performed.
Address step_into_fp_;
// Storage location for jump when exiting debug break calls.
Address after_break_target_;
};
// Storage location for registers when handling debug break calls
static JSCallerSavedBuffer registers_;
static ThreadLocal thread_local_;
static void ThreadInit();
// Code object for debug break return entry code.
static Code* debug_break_return_entry_;
// Code to call for handling debug break on return.
static Code* debug_break_return_;
DISALLOW_COPY_AND_ASSIGN(Debug);
};
class DebugMessageThread;
class Debugger {
public:
static void DebugRequest(const uint16_t* json_request, int length);
static Handle<Object> MakeJSObject(Vector<const char> constructor_name,
int argc, Object*** argv,
bool* caught_exception);
static Handle<Object> MakeExecutionState(bool* caught_exception);
static Handle<Object> MakeBreakEvent(Handle<Object> exec_state,
Handle<Object> break_points_hit,
bool* caught_exception);
static Handle<Object> MakeExceptionEvent(Handle<Object> exec_state,
Handle<Object> exception,
bool uncaught,
bool* caught_exception);
static Handle<Object> MakeNewFunctionEvent(Handle<Object> func,
bool* caught_exception);
static Handle<Object> MakeCompileEvent(Handle<Script> script,
Handle<Object> script_function,
bool* caught_exception);
static void OnDebugBreak(Handle<Object> break_points_hit);
static void OnException(Handle<Object> exception, bool uncaught);
static void OnBeforeCompile(Handle<Script> script);
static void OnAfterCompile(Handle<Script> script,
Handle<JSFunction> fun);
static void OnNewFunction(Handle<JSFunction> fun);
static void ProcessDebugEvent(v8::DebugEvent event,
Handle<Object> event_data);
static void SetMessageHandler(v8::DebugMessageHandler handler, void* data);
static void SendMessage(Vector<uint16_t> message);
static void ProcessCommand(Vector<const uint16_t> command);
static void UpdateActiveDebugger();
static Handle<Object> Call(Handle<JSFunction> fun,
Handle<Object> data,
bool* pending_exception);
inline static bool EventActive(v8::DebugEvent event) {
// Currently argument event is not used.
return !Debugger::compiling_natives_ && Debugger::debugger_active_;
}
static void set_debugger_active(bool debugger_active) {
Debugger::debugger_active_ = debugger_active;
}
static bool debugger_active() { return Debugger::debugger_active_; }
static void set_compiling_natives(bool compiling_natives) {
Debugger::compiling_natives_ = compiling_natives;
}
static bool compiling_natives() { return Debugger::compiling_natives_; }
static void set_loading_debugger(bool v) { is_loading_debugger_ = v; }
static bool is_loading_debugger() { return Debugger::is_loading_debugger_; }
private:
static bool debugger_active_; // Are there any active debugger?
static bool compiling_natives_; // Are we compiling natives?
static bool is_loading_debugger_; // Are we loading the debugger?
static DebugMessageThread* message_thread_;
static v8::DebugMessageHandler debug_message_handler_;
static void* debug_message_handler_data_;
};
// A Queue of Vector<uint16_t> objects. A thread-safe version is
// LockingMessageQueue, based on this class.
class MessageQueue BASE_EMBEDDED {
public:
explicit MessageQueue(int size);
~MessageQueue();
bool IsEmpty() const { return start_ == end_; }
Vector<uint16_t> Get();
void Put(const Vector<uint16_t>& message);
void Clear() { start_ = end_ = 0; } // Queue is empty after Clear().
private:
// Doubles the size of the message queue, and copies the messages.
void Expand();
Vector<uint16_t>* messages_;
int start_;
int end_;
int size_; // The size of the queue buffer. Queue can hold size-1 messages.
};
// LockingMessageQueue is a thread-safe circular buffer of Vector<uint16_t>
// messages. The message data is not managed by LockingMessageQueue.
// Pointers to the data are passed in and out. Implemented by adding a
// Mutex to MessageQueue. Includes logging of all puts and gets.
class LockingMessageQueue BASE_EMBEDDED {
public:
explicit LockingMessageQueue(int size);
~LockingMessageQueue();
bool IsEmpty() const;
Vector<uint16_t> Get();
void Put(const Vector<uint16_t>& message);
void Clear();
private:
MessageQueue queue_;
Mutex* lock_;
DISALLOW_COPY_AND_ASSIGN(LockingMessageQueue);
};
/* This class is the data for a running thread that serializes
* event messages and command processing for the debugger.
* All uncommented methods are called only from this message thread.
*/
class DebugMessageThread: public Thread {
public:
DebugMessageThread(); // Called from API thread.
virtual ~DebugMessageThread(); // Never called.
// Called by V8 thread. Reports events from V8 VM.
// Also handles command processing in stopped state of V8,
// when host_running_ is false.
void DebugEvent(v8::DebugEvent,
Handle<Object> exec_state,
Handle<Object> event_data);
// Puts event on the output queue. Called by V8.
// This is where V8 hands off
// processing of the event to the DebugMessageThread thread,
// which forwards it to the debug_message_handler set by the API.
void SendMessage(Vector<uint16_t> event_json);
// Formats an event into JSON, and calls SendMessage.
void SetEventJSONFromEvent(Handle<Object> event_data);
// Puts a command coming from the public API on the queue. Called
// by the API client thread. This is where the API client hands off
// processing of the command to the DebugMessageThread thread.
void ProcessCommand(Vector<uint16_t> command);
void OnDebuggerInactive();
// Main function of DebugMessageThread thread.
void Run();
bool host_running_; // Is the debugging host running or stopped?
Semaphore* command_received_; // Non-zero when command queue is non-empty.
Semaphore* message_received_; // Exactly equal to message queue length.
private:
bool TwoByteEqualsAscii(Vector<uint16_t> two_byte, const char* ascii);
static const int kQueueInitialSize = 4;
LockingMessageQueue command_queue_;
LockingMessageQueue message_queue_;
DISALLOW_COPY_AND_ASSIGN(DebugMessageThread);
};
// This class is used for entering the debugger. Create an instance in the stack
// to enter the debugger. This will set the current break state, make sure the
// debugger is loaded and switch to the debugger context. If the debugger for
// some reason could not be entered FailedToEnter will return true.
class EnterDebugger BASE_EMBEDDED {
public:
EnterDebugger() : set_(!it_.done()) {
// If there is no JavaScript frames on the stack don't switch to new break
// and break frame.
if (set_) {
// Store the previous break is and frame id.
break_id_ = Top::break_id();
break_frame_id_ = Top::break_frame_id();
// Create the new break info.
Top::new_break(it_.frame()->id());
}
// Make sure that debugger is loaded and enter the debugger context.
load_failed_ = !Debug::Load();
if (!load_failed_) {
// NOTE the member variable save which saves the previous context before
// this change.
Top::set_context(*Debug::debug_context());
}
}
~EnterDebugger() {
if (set_) {
// Restore to the previous break state.
Top::set_break(break_frame_id_, break_id_);
}
}
// Check whether the debugger could be entered.
inline bool FailedToEnter() { return load_failed_; }
// Check whether there are any JavaScript frames on the stack.
inline bool HasJavaScriptFrames() { return set_; }
private:
JavaScriptFrameIterator it_;
const bool set_; // Was the break actually set?
StackFrame::Id break_frame_id_; // Previous break frame id.
int break_id_; // Previous break id.
bool load_failed_; // Did the debugger fail to load?
SaveContext save_; // Saves previous context.
};
// Stack allocated class for disabling break.
class DisableBreak BASE_EMBEDDED {
public:
// Enter the debugger by storing the previous top context and setting the
// current top context to the debugger context.
explicit DisableBreak(bool disable_break) {
prev_disable_break_ = Debug::disable_break();
Debug::set_disable_break(disable_break);
}
~DisableBreak() {
Debug::set_disable_break(prev_disable_break_);
}
private:
// The previous state of the disable break used to restore the value when this
// object is destructed.
bool prev_disable_break_;
};
// Debug_Address encapsulates the Address pointers used in generating debug
// code.
class Debug_Address {
public:
Debug_Address(Debug::AddressId id, int reg = 0)
: id_(id), reg_(reg) {
ASSERT(reg == 0 || id == Debug::k_register_address);
}
static Debug_Address AfterBreakTarget() {
return Debug_Address(Debug::k_after_break_target_address);
}
static Debug_Address DebugBreakReturn() {
return Debug_Address(Debug::k_debug_break_return_address);
}
static Debug_Address Register(int reg) {
return Debug_Address(Debug::k_register_address, reg);
}
Address address() const {
switch (id_) {
case Debug::k_after_break_target_address:
return reinterpret_cast<Address>(Debug::after_break_target_address());
case Debug::k_debug_break_return_address:
return reinterpret_cast<Address>(Debug::debug_break_return_address());
case Debug::k_register_address:
return reinterpret_cast<Address>(Debug::register_address(reg_));
default:
UNREACHABLE();
return NULL;
}
}
private:
Debug::AddressId id_;
int reg_;
};
} } // namespace v8::internal
#endif // V8_V8_DEBUG_H_