ae882b44e7
* Rename some instance variables and accessors to fit code style. * Don't overwrite existing thread ID. Review URL: http://codereview.chromium.org/251014 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@2977 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
870 lines
31 KiB
C++
870 lines
31 KiB
C++
// Copyright 2006-2008 the V8 project authors. All rights reserved.
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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// * Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef V8_DEBUG_H_
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#define V8_DEBUG_H_
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#include "assembler.h"
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#include "code-stubs.h"
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#include "debug-agent.h"
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#include "execution.h"
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#include "factory.h"
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#include "hashmap.h"
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#include "platform.h"
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#include "string-stream.h"
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#include "v8threads.h"
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#ifdef ENABLE_DEBUGGER_SUPPORT
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#include "../include/v8-debug.h"
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namespace v8 {
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namespace internal {
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// Forward declarations.
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class EnterDebugger;
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// Step actions. NOTE: These values are in macros.py as well.
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enum StepAction {
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StepNone = -1, // Stepping not prepared.
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StepOut = 0, // Step out of the current function.
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StepNext = 1, // Step to the next statement in the current function.
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StepIn = 2, // Step into new functions invoked or the next statement
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// in the current function.
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StepMin = 3, // Perform a minimum step in the current function.
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StepInMin = 4 // Step into new functions invoked or perform a minimum step
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// in the current function.
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};
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// Type of exception break. NOTE: These values are in macros.py as well.
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enum ExceptionBreakType {
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BreakException = 0,
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BreakUncaughtException = 1
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};
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// Type of exception break. NOTE: These values are in macros.py as well.
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enum BreakLocatorType {
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ALL_BREAK_LOCATIONS = 0,
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SOURCE_BREAK_LOCATIONS = 1
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};
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// Class for iterating through the break points in a function and changing
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// them.
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class BreakLocationIterator {
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public:
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explicit BreakLocationIterator(Handle<DebugInfo> debug_info,
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BreakLocatorType type);
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virtual ~BreakLocationIterator();
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void Next();
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void Next(int count);
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void FindBreakLocationFromAddress(Address pc);
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void FindBreakLocationFromPosition(int position);
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void Reset();
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bool Done() const;
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void SetBreakPoint(Handle<Object> break_point_object);
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void ClearBreakPoint(Handle<Object> break_point_object);
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void SetOneShot();
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void ClearOneShot();
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void PrepareStepIn();
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bool IsExit() const;
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bool HasBreakPoint();
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bool IsDebugBreak();
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Object* BreakPointObjects();
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void ClearAllDebugBreak();
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inline int code_position() { return pc() - debug_info_->code()->entry(); }
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inline int break_point() { return break_point_; }
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inline int position() { return position_; }
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inline int statement_position() { return statement_position_; }
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inline Address pc() { return reloc_iterator_->rinfo()->pc(); }
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inline Code* code() { return debug_info_->code(); }
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inline RelocInfo* rinfo() { return reloc_iterator_->rinfo(); }
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inline RelocInfo::Mode rmode() const {
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return reloc_iterator_->rinfo()->rmode();
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}
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inline RelocInfo* original_rinfo() {
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return reloc_iterator_original_->rinfo();
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}
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inline RelocInfo::Mode original_rmode() const {
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return reloc_iterator_original_->rinfo()->rmode();
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}
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bool IsDebuggerStatement();
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protected:
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bool RinfoDone() const;
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void RinfoNext();
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BreakLocatorType type_;
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int break_point_;
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int position_;
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int statement_position_;
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Handle<DebugInfo> debug_info_;
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Handle<Code> debug_break_stub_;
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RelocIterator* reloc_iterator_;
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RelocIterator* reloc_iterator_original_;
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private:
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void SetDebugBreak();
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void ClearDebugBreak();
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void SetDebugBreakAtIC();
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void ClearDebugBreakAtIC();
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bool IsDebugBreakAtReturn();
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void SetDebugBreakAtReturn();
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void ClearDebugBreakAtReturn();
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DISALLOW_COPY_AND_ASSIGN(BreakLocationIterator);
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};
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// Cache of all script objects in the heap. When a script is added a weak handle
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// to it is created and that weak handle is stored in the cache. The weak handle
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// callback takes care of removing the script from the cache. The key used in
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// the cache is the script id.
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class ScriptCache : private HashMap {
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public:
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ScriptCache() : HashMap(ScriptMatch), collected_scripts_(10) {}
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virtual ~ScriptCache() { Clear(); }
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// Add script to the cache.
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void Add(Handle<Script> script);
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// Return the scripts in the cache.
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Handle<FixedArray> GetScripts();
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// Generate debugger events for collected scripts.
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void ProcessCollectedScripts();
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private:
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// Calculate the hash value from the key (script id).
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static uint32_t Hash(int key) { return ComputeIntegerHash(key); }
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// Scripts match if their keys (script id) match.
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static bool ScriptMatch(void* key1, void* key2) { return key1 == key2; }
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// Clear the cache releasing all the weak handles.
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void Clear();
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// Weak handle callback for scripts in the cache.
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static void HandleWeakScript(v8::Persistent<v8::Value> obj, void* data);
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// List used during GC to temporarily store id's of collected scripts.
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List<int> collected_scripts_;
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};
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// Linked list holding debug info objects. The debug info objects are kept as
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// weak handles to avoid a debug info object to keep a function alive.
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class DebugInfoListNode {
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public:
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explicit DebugInfoListNode(DebugInfo* debug_info);
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virtual ~DebugInfoListNode();
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DebugInfoListNode* next() { return next_; }
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void set_next(DebugInfoListNode* next) { next_ = next; }
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Handle<DebugInfo> debug_info() { return debug_info_; }
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private:
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// Global (weak) handle to the debug info object.
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Handle<DebugInfo> debug_info_;
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// Next pointer for linked list.
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DebugInfoListNode* next_;
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};
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// This class contains the debugger support. The main purpose is to handle
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// setting break points in the code.
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//
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// This class controls the debug info for all functions which currently have
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// active breakpoints in them. This debug info is held in the heap root object
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// debug_info which is a FixedArray. Each entry in this list is of class
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// DebugInfo.
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class Debug {
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public:
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static void Setup(bool create_heap_objects);
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static bool Load();
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static void Unload();
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static bool IsLoaded() { return !debug_context_.is_null(); }
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static bool InDebugger() { return thread_local_.debugger_entry_ != NULL; }
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static void PreemptionWhileInDebugger();
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static void Iterate(ObjectVisitor* v);
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static Object* Break(Arguments args);
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static void SetBreakPoint(Handle<SharedFunctionInfo> shared,
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int source_position,
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Handle<Object> break_point_object);
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static void ClearBreakPoint(Handle<Object> break_point_object);
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static void ClearAllBreakPoints();
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static void FloodWithOneShot(Handle<SharedFunctionInfo> shared);
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static void FloodHandlerWithOneShot();
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static void ChangeBreakOnException(ExceptionBreakType type, bool enable);
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static void PrepareStep(StepAction step_action, int step_count);
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static void ClearStepping();
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static bool StepNextContinue(BreakLocationIterator* break_location_iterator,
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JavaScriptFrame* frame);
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static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared);
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static bool HasDebugInfo(Handle<SharedFunctionInfo> shared);
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// Returns whether the operation succeeded.
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static bool EnsureDebugInfo(Handle<SharedFunctionInfo> shared);
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// Returns true if the current stub call is patched to call the debugger.
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static bool IsDebugBreak(Address addr);
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// Returns true if the current return statement has been patched to be
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// a debugger breakpoint.
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static bool IsDebugBreakAtReturn(RelocInfo* rinfo);
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// Check whether a code stub with the specified major key is a possible break
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// point location.
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static bool IsSourceBreakStub(Code* code);
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static bool IsBreakStub(Code* code);
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// Find the builtin to use for invoking the debug break
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static Handle<Code> FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode);
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static Handle<Object> GetSourceBreakLocations(
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Handle<SharedFunctionInfo> shared);
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// Getter for the debug_context.
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inline static Handle<Context> debug_context() { return debug_context_; }
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// Check whether a global object is the debug global object.
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static bool IsDebugGlobal(GlobalObject* global);
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// Fast check to see if any break points are active.
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inline static bool has_break_points() { return has_break_points_; }
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static void NewBreak(StackFrame::Id break_frame_id);
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static void SetBreak(StackFrame::Id break_frame_id, int break_id);
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static StackFrame::Id break_frame_id() {
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return thread_local_.break_frame_id_;
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}
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static int break_id() { return thread_local_.break_id_; }
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static bool StepInActive() { return thread_local_.step_into_fp_ != 0; }
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static void HandleStepIn(Handle<JSFunction> function,
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Handle<Object> holder,
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Address fp,
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bool is_constructor);
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static Address step_in_fp() { return thread_local_.step_into_fp_; }
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static Address* step_in_fp_addr() { return &thread_local_.step_into_fp_; }
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static bool StepOutActive() { return thread_local_.step_out_fp_ != 0; }
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static Address step_out_fp() { return thread_local_.step_out_fp_; }
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static EnterDebugger* debugger_entry() {
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return thread_local_.debugger_entry_;
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}
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static void set_debugger_entry(EnterDebugger* entry) {
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thread_local_.debugger_entry_ = entry;
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}
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// Check whether any of the specified interrupts are pending.
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static bool is_interrupt_pending(InterruptFlag what) {
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return (thread_local_.pending_interrupts_ & what) != 0;
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}
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// Set specified interrupts as pending.
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static void set_interrupts_pending(InterruptFlag what) {
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thread_local_.pending_interrupts_ |= what;
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}
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// Clear specified interrupts from pending.
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static void clear_interrupt_pending(InterruptFlag what) {
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thread_local_.pending_interrupts_ &= ~static_cast<int>(what);
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}
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// Getter and setter for the disable break state.
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static bool disable_break() { return disable_break_; }
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static void set_disable_break(bool disable_break) {
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disable_break_ = disable_break;
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}
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// Getters for the current exception break state.
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static bool break_on_exception() { return break_on_exception_; }
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static bool break_on_uncaught_exception() {
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return break_on_uncaught_exception_;
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}
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enum AddressId {
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k_after_break_target_address,
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k_debug_break_return_address,
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k_register_address
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};
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// Support for setting the address to jump to when returning from break point.
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static Address* after_break_target_address() {
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return reinterpret_cast<Address*>(&thread_local_.after_break_target_);
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}
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// Support for saving/restoring registers when handling debug break calls.
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static Object** register_address(int r) {
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return ®isters_[r];
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}
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// Access to the debug break on return code.
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static Code* debug_break_return() { return debug_break_return_; }
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static Code** debug_break_return_address() {
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return &debug_break_return_;
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}
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static const int kEstimatedNofDebugInfoEntries = 16;
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static const int kEstimatedNofBreakPointsInFunction = 16;
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static void HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data);
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friend class Debugger;
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friend Handle<FixedArray> GetDebuggedFunctions(); // In test-debug.cc
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friend void CheckDebuggerUnloaded(bool check_functions); // In test-debug.cc
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// Threading support.
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static char* ArchiveDebug(char* to);
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static char* RestoreDebug(char* from);
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static int ArchiveSpacePerThread();
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static void FreeThreadResources() { }
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// Mirror cache handling.
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static void ClearMirrorCache();
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// Script cache handling.
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static void CreateScriptCache();
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static void DestroyScriptCache();
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static void AddScriptToScriptCache(Handle<Script> script);
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static Handle<FixedArray> GetLoadedScripts();
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// Garbage collection notifications.
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static void AfterGarbageCollection();
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// Code generation assumptions.
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static const int kIa32CallInstructionLength = 5;
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static const int kIa32JSReturnSequenceLength = 6;
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// The x64 JS return sequence is padded with int3 to make it large
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// enough to hold a call instruction when the debugger patches it.
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static const int kX64CallInstructionLength = 13;
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static const int kX64JSReturnSequenceLength = 13;
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// Code generator routines.
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static void GenerateLoadICDebugBreak(MacroAssembler* masm);
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static void GenerateStoreICDebugBreak(MacroAssembler* masm);
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static void GenerateKeyedLoadICDebugBreak(MacroAssembler* masm);
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static void GenerateKeyedStoreICDebugBreak(MacroAssembler* masm);
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static void GenerateConstructCallDebugBreak(MacroAssembler* masm);
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static void GenerateReturnDebugBreak(MacroAssembler* masm);
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static void GenerateStubNoRegistersDebugBreak(MacroAssembler* masm);
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// Called from stub-cache.cc.
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static void GenerateCallICDebugBreak(MacroAssembler* masm);
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private:
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static bool CompileDebuggerScript(int index);
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static void ClearOneShot();
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static void ActivateStepIn(StackFrame* frame);
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static void ClearStepIn();
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static void ActivateStepOut(StackFrame* frame);
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static void ClearStepOut();
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static void ClearStepNext();
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// Returns whether the compile succeeded.
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static bool EnsureCompiled(Handle<SharedFunctionInfo> shared);
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static void RemoveDebugInfo(Handle<DebugInfo> debug_info);
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static void SetAfterBreakTarget(JavaScriptFrame* frame);
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static Handle<Object> CheckBreakPoints(Handle<Object> break_point);
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static bool CheckBreakPoint(Handle<Object> break_point_object);
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// Global handle to debug context where all the debugger JavaScript code is
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// loaded.
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static Handle<Context> debug_context_;
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// Boolean state indicating whether any break points are set.
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static bool has_break_points_;
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// Cache of all scripts in the heap.
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static ScriptCache* script_cache_;
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// List of active debug info objects.
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static DebugInfoListNode* debug_info_list_;
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static bool disable_break_;
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static bool break_on_exception_;
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static bool break_on_uncaught_exception_;
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// Per-thread data.
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class ThreadLocal {
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public:
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// Counter for generating next break id.
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int break_count_;
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// Current break id.
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int break_id_;
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// Frame id for the frame of the current break.
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StackFrame::Id break_frame_id_;
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// Step action for last step performed.
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StepAction last_step_action_;
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// Source statement position from last step next action.
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int last_statement_position_;
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// Number of steps left to perform before debug event.
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int step_count_;
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// Frame pointer from last step next action.
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Address last_fp_;
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// Frame pointer for frame from which step in was performed.
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Address step_into_fp_;
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// Frame pointer for the frame where debugger should be called when current
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// step out action is completed.
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Address step_out_fp_;
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// Storage location for jump when exiting debug break calls.
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Address after_break_target_;
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// Top debugger entry.
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EnterDebugger* debugger_entry_;
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// Pending interrupts scheduled while debugging.
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int pending_interrupts_;
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};
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// Storage location for registers when handling debug break calls
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static JSCallerSavedBuffer registers_;
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static ThreadLocal thread_local_;
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static void ThreadInit();
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// Code to call for handling debug break on return.
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static Code* debug_break_return_;
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DISALLOW_COPY_AND_ASSIGN(Debug);
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};
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// Message delivered to the message handler callback. This is either a debugger
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// event or the response to a command.
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class MessageImpl: public v8::Debug::Message {
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public:
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// Create a message object for a debug event.
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static MessageImpl NewEvent(DebugEvent event,
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bool running,
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Handle<JSObject> exec_state,
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Handle<JSObject> event_data);
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// Create a message object for the response to a debug command.
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static MessageImpl NewResponse(DebugEvent event,
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bool running,
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Handle<JSObject> exec_state,
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Handle<JSObject> event_data,
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Handle<String> response_json,
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v8::Debug::ClientData* client_data);
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// Implementation of interface v8::Debug::Message.
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virtual bool IsEvent() const;
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virtual bool IsResponse() const;
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virtual DebugEvent GetEvent() const;
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virtual bool WillStartRunning() const;
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virtual v8::Handle<v8::Object> GetExecutionState() const;
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virtual v8::Handle<v8::Object> GetEventData() const;
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virtual v8::Handle<v8::String> GetJSON() const;
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virtual v8::Handle<v8::Context> GetEventContext() const;
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virtual v8::Debug::ClientData* GetClientData() const;
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private:
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MessageImpl(bool is_event,
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DebugEvent event,
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bool running,
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Handle<JSObject> exec_state,
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Handle<JSObject> event_data,
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Handle<String> response_json,
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v8::Debug::ClientData* client_data);
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bool is_event_; // Does this message represent a debug event?
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DebugEvent event_; // Debug event causing the break.
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bool running_; // Will the VM start running after this event?
|
|
Handle<JSObject> exec_state_; // Current execution state.
|
|
Handle<JSObject> event_data_; // Data associated with the event.
|
|
Handle<String> response_json_; // Response JSON if message holds a response.
|
|
v8::Debug::ClientData* client_data_; // Client data passed with the request.
|
|
};
|
|
|
|
|
|
// Message send by user to v8 debugger or debugger output message.
|
|
// In addition to command text it may contain a pointer to some user data
|
|
// which are expected to be passed along with the command reponse to message
|
|
// handler.
|
|
class CommandMessage {
|
|
public:
|
|
static CommandMessage New(const Vector<uint16_t>& command,
|
|
v8::Debug::ClientData* data);
|
|
CommandMessage();
|
|
~CommandMessage();
|
|
|
|
// Deletes user data and disposes of the text.
|
|
void Dispose();
|
|
Vector<uint16_t> text() const { return text_; }
|
|
v8::Debug::ClientData* client_data() const { return client_data_; }
|
|
private:
|
|
CommandMessage(const Vector<uint16_t>& text,
|
|
v8::Debug::ClientData* data);
|
|
|
|
Vector<uint16_t> text_;
|
|
v8::Debug::ClientData* client_data_;
|
|
};
|
|
|
|
// A Queue of CommandMessage objects. A thread-safe version is
|
|
// LockingCommandMessageQueue, based on this class.
|
|
class CommandMessageQueue BASE_EMBEDDED {
|
|
public:
|
|
explicit CommandMessageQueue(int size);
|
|
~CommandMessageQueue();
|
|
bool IsEmpty() const { return start_ == end_; }
|
|
CommandMessage Get();
|
|
void Put(const CommandMessage& message);
|
|
void Clear() { start_ = end_ = 0; } // Queue is empty after Clear().
|
|
private:
|
|
// Doubles the size of the message queue, and copies the messages.
|
|
void Expand();
|
|
|
|
CommandMessage* messages_;
|
|
int start_;
|
|
int end_;
|
|
int size_; // The size of the queue buffer. Queue can hold size-1 messages.
|
|
};
|
|
|
|
|
|
// LockingCommandMessageQueue is a thread-safe circular buffer of CommandMessage
|
|
// messages. The message data is not managed by LockingCommandMessageQueue.
|
|
// Pointers to the data are passed in and out. Implemented by adding a
|
|
// Mutex to CommandMessageQueue. Includes logging of all puts and gets.
|
|
class LockingCommandMessageQueue BASE_EMBEDDED {
|
|
public:
|
|
explicit LockingCommandMessageQueue(int size);
|
|
~LockingCommandMessageQueue();
|
|
bool IsEmpty() const;
|
|
CommandMessage Get();
|
|
void Put(const CommandMessage& message);
|
|
void Clear();
|
|
private:
|
|
CommandMessageQueue queue_;
|
|
Mutex* lock_;
|
|
DISALLOW_COPY_AND_ASSIGN(LockingCommandMessageQueue);
|
|
};
|
|
|
|
|
|
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,
|
|
bool before,
|
|
bool* caught_exception);
|
|
static Handle<Object> MakeScriptCollectedEvent(int id,
|
|
bool* caught_exception);
|
|
static void OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue);
|
|
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 OnScriptCollected(int id);
|
|
static void ProcessDebugEvent(v8::DebugEvent event,
|
|
Handle<JSObject> event_data,
|
|
bool auto_continue);
|
|
static void NotifyMessageHandler(v8::DebugEvent event,
|
|
Handle<JSObject> exec_state,
|
|
Handle<JSObject> event_data,
|
|
bool auto_continue);
|
|
static void SetEventListener(Handle<Object> callback, Handle<Object> data);
|
|
static void SetMessageHandler(v8::Debug::MessageHandler2 handler);
|
|
static void SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler,
|
|
int period);
|
|
|
|
// Invoke the message handler function.
|
|
static void InvokeMessageHandler(MessageImpl message);
|
|
|
|
// Add a debugger command to the command queue.
|
|
static void ProcessCommand(Vector<const uint16_t> command,
|
|
v8::Debug::ClientData* client_data = NULL);
|
|
|
|
// Check whether there are commands in the command queue.
|
|
static bool HasCommands();
|
|
|
|
static Handle<Object> Call(Handle<JSFunction> fun,
|
|
Handle<Object> data,
|
|
bool* pending_exception);
|
|
|
|
// Start the debugger agent listening on the provided port.
|
|
static bool StartAgent(const char* name, int port);
|
|
|
|
// Stop the debugger agent.
|
|
static void StopAgent();
|
|
|
|
// Blocks until the agent has started listening for connections
|
|
static void WaitForAgent();
|
|
|
|
// Unload the debugger if possible. Only called when no debugger is currently
|
|
// active.
|
|
static void UnloadDebugger();
|
|
|
|
inline static bool EventActive(v8::DebugEvent event) {
|
|
ScopedLock with(debugger_access_);
|
|
|
|
// Check whether the message handler was been cleared.
|
|
if (debugger_unload_pending_) {
|
|
UnloadDebugger();
|
|
}
|
|
|
|
// Currently argument event is not used.
|
|
return !compiling_natives_ && Debugger::IsDebuggerActive();
|
|
}
|
|
|
|
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 IsDebuggerActive();
|
|
static void ListenersChanged();
|
|
|
|
static Mutex* debugger_access_; // Mutex guarding debugger variables.
|
|
static Handle<Object> event_listener_; // Global handle to listener.
|
|
static Handle<Object> event_listener_data_;
|
|
static bool compiling_natives_; // Are we compiling natives?
|
|
static bool is_loading_debugger_; // Are we loading the debugger?
|
|
static bool never_unload_debugger_; // Can we unload the debugger?
|
|
static v8::Debug::MessageHandler2 message_handler_;
|
|
static bool debugger_unload_pending_; // Was message handler cleared?
|
|
static v8::Debug::HostDispatchHandler host_dispatch_handler_;
|
|
static int host_dispatch_micros_;
|
|
|
|
static DebuggerAgent* agent_;
|
|
|
|
static const int kQueueInitialSize = 4;
|
|
static LockingCommandMessageQueue command_queue_;
|
|
static Semaphore* command_received_; // Signaled for each command received.
|
|
|
|
friend class EnterDebugger;
|
|
};
|
|
|
|
|
|
// 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()
|
|
: prev_(Debug::debugger_entry()),
|
|
has_js_frames_(!it_.done()) {
|
|
ASSERT(prev_ != NULL || !Debug::is_interrupt_pending(PREEMPT));
|
|
ASSERT(prev_ != NULL || !Debug::is_interrupt_pending(DEBUGBREAK));
|
|
|
|
// Link recursive debugger entry.
|
|
Debug::set_debugger_entry(this);
|
|
|
|
// Store the previous break id and frame id.
|
|
break_id_ = Debug::break_id();
|
|
break_frame_id_ = Debug::break_frame_id();
|
|
|
|
// Create the new break info. If there is no JavaScript frames there is no
|
|
// break frame id.
|
|
if (has_js_frames_) {
|
|
Debug::NewBreak(it_.frame()->id());
|
|
} else {
|
|
Debug::NewBreak(StackFrame::NO_ID);
|
|
}
|
|
|
|
// Make sure that debugger is loaded and enter the debugger context.
|
|
load_failed_ = !Debug::Load();
|
|
if (!load_failed_) {
|
|
// NOTE the member variable save which saves the previous context before
|
|
// this change.
|
|
Top::set_context(*Debug::debug_context());
|
|
}
|
|
}
|
|
|
|
~EnterDebugger() {
|
|
// Restore to the previous break state.
|
|
Debug::SetBreak(break_frame_id_, break_id_);
|
|
|
|
// Check for leaving the debugger.
|
|
if (prev_ == NULL) {
|
|
// Clear mirror cache when leaving the debugger. Skip this if there is a
|
|
// pending exception as clearing the mirror cache calls back into
|
|
// JavaScript. This can happen if the v8::Debug::Call is used in which
|
|
// case the exception should end up in the calling code.
|
|
if (!Top::has_pending_exception()) {
|
|
// Try to avoid any pending debug break breaking in the clear mirror
|
|
// cache JavaScript code.
|
|
if (StackGuard::IsDebugBreak()) {
|
|
Debug::set_interrupts_pending(DEBUGBREAK);
|
|
StackGuard::Continue(DEBUGBREAK);
|
|
}
|
|
Debug::ClearMirrorCache();
|
|
}
|
|
|
|
// Request preemption and debug break when leaving the last debugger entry
|
|
// if any of these where recorded while debugging.
|
|
if (Debug::is_interrupt_pending(PREEMPT)) {
|
|
// This re-scheduling of preemption is to avoid starvation in some
|
|
// debugging scenarios.
|
|
Debug::clear_interrupt_pending(PREEMPT);
|
|
StackGuard::Preempt();
|
|
}
|
|
if (Debug::is_interrupt_pending(DEBUGBREAK)) {
|
|
Debug::clear_interrupt_pending(DEBUGBREAK);
|
|
StackGuard::DebugBreak();
|
|
}
|
|
|
|
// If there are commands in the queue when leaving the debugger request
|
|
// that these commands are processed.
|
|
if (Debugger::HasCommands()) {
|
|
StackGuard::DebugCommand();
|
|
}
|
|
|
|
// If leaving the debugger with the debugger no longer active unload it.
|
|
if (!Debugger::IsDebuggerActive()) {
|
|
Debugger::UnloadDebugger();
|
|
}
|
|
}
|
|
|
|
// Leaving this debugger entry.
|
|
Debug::set_debugger_entry(prev_);
|
|
}
|
|
|
|
// Check whether the debugger could be entered.
|
|
inline bool FailedToEnter() { return load_failed_; }
|
|
|
|
// Check whether there are any JavaScript frames on the stack.
|
|
inline bool HasJavaScriptFrames() { return has_js_frames_; }
|
|
|
|
// Get the active context from before entering the debugger.
|
|
inline Handle<Context> GetContext() { return save_.context(); }
|
|
|
|
private:
|
|
EnterDebugger* prev_; // Previous debugger entry if entered recursively.
|
|
JavaScriptFrameIterator it_;
|
|
const bool has_js_frames_; // Were there any JavaScript frames?
|
|
StackFrame::Id break_frame_id_; // Previous break frame id.
|
|
int break_id_; // Previous break id.
|
|
bool load_failed_; // Did the debugger fail to load?
|
|
SaveContext save_; // Saves previous context.
|
|
};
|
|
|
|
|
|
// Stack allocated class for disabling break.
|
|
class DisableBreak BASE_EMBEDDED {
|
|
public:
|
|
// 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 // ENABLE_DEBUGGER_SUPPORT
|
|
|
|
#endif // V8_DEBUG_H_
|