v8/include/v8-debug.h
yurys@chromium.org 9f65cf6bff Deprecate some debugger methods
These methods have been superceeded by equivalents accepting object arguments exposing more details.

This is exactly the same change as r15708 which was reverted in r15710 due to pending Blink changes.

BUG=None
TBR=yangguo@chromium.org

Review URL: https://codereview.chromium.org/19542003

git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@15734 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2013-07-18 06:51:03 +00:00

411 lines
15 KiB
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Executable File

// 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) && defined(V8_SHARED)
#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,
BreakForCommand = 7
};
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<Object> GetExecutionState() const = 0;
virtual Handle<Object> GetEventData() const = 0;
/**
* Get the debugger protocol JSON.
*/
virtual Handle<String> 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 its own context which is entered at this point.
*/
virtual Handle<Context> 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() {}
};
/**
* An event details object passed to the debug event listener.
*/
class EventDetails {
public:
/**
* Event type.
*/
virtual DebugEvent GetEvent() const = 0;
/**
* Access to execution state and event data of the debug event. Don't store
* these cross callbacks as their content becomes invalid.
*/
virtual Handle<Object> GetExecutionState() const = 0;
virtual Handle<Object> GetEventData() 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 its own context which is entered at this point.
*/
virtual Handle<Context> GetEventContext() const = 0;
/**
* Client data passed with the corresponding callback when it was
* registered.
*/
virtual Handle<Value> GetCallbackData() const = 0;
/**
* Client data passed to DebugBreakForCommand function. The
* debugger takes ownership of the data and will delete it even if
* there is no message handler.
*/
virtual ClientData* GetClientData() const = 0;
virtual ~EventDetails() {}
};
/**
* 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<Object> exec_state,
Handle<Object> event_data,
Handle<Value> data);
/**
* Debug event callback function.
*
* \param event_details object providing information about the debug event
*
* A EventCallback2 does not take possession of the event data,
* and must not rely on the data persisting after the handler returns.
*/
typedef void (*EventCallback2)(const EventDetails& event_details);
/**
* 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 possession 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 possession 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)();
/**
* Callback function for the host to ensure debug messages are processed.
*/
typedef void (*DebugMessageDispatchHandler)();
// Set a C debug event listener.
V8_DEPRECATED(static bool SetDebugEventListener(
EventCallback that,
Handle<Value> data = Handle<Value>()));
static bool SetDebugEventListener2(EventCallback2 that,
Handle<Value> data = Handle<Value>());
// Set a JavaScript debug event listener.
static bool SetDebugEventListener(v8::Handle<v8::Object> that,
Handle<Value> data = Handle<Value>());
// Schedule a debugger break to happen when JavaScript code is run
// in the given isolate. If no isolate is provided the default
// isolate is used.
static void DebugBreak(Isolate* isolate = NULL);
// Remove scheduled debugger break in given isolate if it has not
// happened yet. If no isolate is provided the default isolate is
// used.
static void CancelDebugBreak(Isolate* isolate = NULL);
// Break execution of JavaScript in the given isolate (this method
// can be invoked from a non-VM thread) for further client command
// execution on a VM thread. Client data is then passed in
// EventDetails to EventCallback at the moment when the VM actually
// stops. If no isolate is provided the default isolate is used.
static void DebugBreakForCommand(ClientData* data = NULL,
Isolate* isolate = NULL);
// Message based interface. The message protocol is JSON. NOTE the message
// handler thread is not supported any more parameter must be false.
V8_DEPRECATED(static void SetMessageHandler(
MessageHandler handler,
bool message_handler_thread = false));
static void SetMessageHandler2(MessageHandler2 handler);
// If no isolate is provided the default isolate is
// used.
static void SendCommand(const uint16_t* command, int length,
ClientData* client_data = NULL,
Isolate* isolate = NULL);
// Dispatch interface.
static void SetHostDispatchHandler(HostDispatchHandler handler,
int period = 100);
/**
* Register a callback function to be called when a debug message has been
* received and is ready to be processed. For the debug messages to be
* processed V8 needs to be entered, and in certain embedding scenarios this
* callback can be used to make sure V8 is entered for the debug message to
* be processed. Note that debug messages will only be processed if there is
* a V8 break. This can happen automatically by using the option
* --debugger-auto-break.
* \param provide_locker requires that V8 acquires v8::Locker for you before
* calling handler
*/
static void SetDebugMessageDispatchHandler(
DebugMessageDispatchHandler handler, bool provide_locker = false);
/**
* 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. Receiver of the function call will
* be the debugger context global object, however this is a subject to change.
* The following example shows 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 Local<Value> Call(v8::Handle<v8::Function> fun,
Handle<Value> data = Handle<Value>());
/**
* Returns a mirror object for the given object.
*/
static Local<Value> GetMirror(v8::Handle<v8::Value> obj);
/**
* 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
* \param wait_for_connection whether V8 should pause on a first statement
* allowing remote debugger to connect before anything interesting happened
*/
static bool EnableAgent(const char* name, int port,
bool wait_for_connection = false);
/**
* Disable the V8 builtin debug agent. The TCP/IP connection will be closed.
*/
static void DisableAgent();
/**
* Makes V8 process all pending debug messages.
*
* From V8 point of view all debug messages come asynchronously (e.g. from
* remote debugger) but they all must be handled synchronously: V8 cannot
* do 2 things at one time so normal script execution must be interrupted
* for a while.
*
* Generally when message arrives V8 may be in one of 3 states:
* 1. V8 is running script; V8 will automatically interrupt and process all
* pending messages (however auto_break flag should be enabled);
* 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated
* to reading and processing debug messages;
* 3. V8 is not running at all or has called some long-working C++ function;
* by default it means that processing of all debug messages will be deferred
* until V8 gets control again; however, embedding application may improve
* this by manually calling this method.
*
* It makes sense to call this method whenever a new debug message arrived and
* V8 is not already running. Method v8::Debug::SetDebugMessageDispatchHandler
* should help with the former condition.
*
* Technically this method in many senses is equivalent to executing empty
* script:
* 1. It does nothing except for processing all pending debug messages.
* 2. It should be invoked with the same precautions and from the same context
* as V8 script would be invoked from, because:
* a. with "evaluate" command it can do whatever normal script can do,
* including all native calls;
* b. no other thread should call V8 while this method is running
* (v8::Locker may be used here).
*
* "Evaluate" debug command behavior currently is not specified in scope
* of this method.
*/
static void ProcessDebugMessages();
/**
* Debugger is running in its own context which is entered while debugger
* messages are being dispatched. This is an explicit getter for this
* debugger context. Note that the content of the debugger context is subject
* to change.
*/
static Local<Context> GetDebugContext();
/**
* Enable/disable LiveEdit functionality for the given Isolate
* (default Isolate if not provided). V8 will abort if LiveEdit is
* unexpectedly used. LiveEdit is enabled by default.
*/
static void SetLiveEditEnabled(bool enable, Isolate* isolate = NULL);
};
} // namespace v8
#undef EXPORT
#endif // V8_V8_DEBUG_H_