a3a0d64305
Review URL: http://codereview.chromium.org/87026 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@1773 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2287 lines
72 KiB
C++
2287 lines
72 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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#include "v8.h"
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#include "api.h"
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#include "arguments.h"
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#include "bootstrapper.h"
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#include "code-stubs.h"
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#include "compiler.h"
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#include "debug.h"
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#include "execution.h"
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#include "global-handles.h"
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#include "ic.h"
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#include "ic-inl.h"
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#include "natives.h"
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#include "stub-cache.h"
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#include "log.h"
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namespace v8 { namespace internal {
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#ifdef ENABLE_DEBUGGER_SUPPORT
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static void PrintLn(v8::Local<v8::Value> value) {
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v8::Local<v8::String> s = value->ToString();
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char* data = NewArray<char>(s->Length() + 1);
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if (data == NULL) {
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V8::FatalProcessOutOfMemory("PrintLn");
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return;
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}
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s->WriteAscii(data);
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PrintF("%s\n", data);
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DeleteArray(data);
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}
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static Handle<Code> ComputeCallDebugBreak(int argc) {
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CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugBreak(argc), Code);
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}
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static Handle<Code> ComputeCallDebugPrepareStepIn(int argc) {
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CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugPrepareStepIn(argc), Code);
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}
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BreakLocationIterator::BreakLocationIterator(Handle<DebugInfo> debug_info,
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BreakLocatorType type) {
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debug_info_ = debug_info;
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type_ = type;
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reloc_iterator_ = NULL;
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reloc_iterator_original_ = NULL;
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Reset(); // Initialize the rest of the member variables.
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}
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BreakLocationIterator::~BreakLocationIterator() {
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ASSERT(reloc_iterator_ != NULL);
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ASSERT(reloc_iterator_original_ != NULL);
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delete reloc_iterator_;
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delete reloc_iterator_original_;
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}
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void BreakLocationIterator::Next() {
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AssertNoAllocation nogc;
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ASSERT(!RinfoDone());
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// Iterate through reloc info for code and original code stopping at each
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// breakable code target.
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bool first = break_point_ == -1;
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while (!RinfoDone()) {
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if (!first) RinfoNext();
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first = false;
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if (RinfoDone()) return;
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// Whenever a statement position or (plain) position is passed update the
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// current value of these.
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if (RelocInfo::IsPosition(rmode())) {
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if (RelocInfo::IsStatementPosition(rmode())) {
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statement_position_ =
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rinfo()->data() - debug_info_->shared()->start_position();
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}
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// Always update the position as we don't want that to be before the
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// statement position.
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position_ = rinfo()->data() - debug_info_->shared()->start_position();
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ASSERT(position_ >= 0);
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ASSERT(statement_position_ >= 0);
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}
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// Check for breakable code target. Look in the original code as setting
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// break points can cause the code targets in the running (debugged) code to
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// be of a different kind than in the original code.
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if (RelocInfo::IsCodeTarget(rmode())) {
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Address target = original_rinfo()->target_address();
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Code* code = Code::GetCodeFromTargetAddress(target);
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if (code->is_inline_cache_stub() || RelocInfo::IsConstructCall(rmode())) {
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break_point_++;
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return;
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}
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if (code->kind() == Code::STUB) {
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if (type_ == ALL_BREAK_LOCATIONS) {
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if (Debug::IsBreakStub(code)) {
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break_point_++;
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return;
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}
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} else {
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ASSERT(type_ == SOURCE_BREAK_LOCATIONS);
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if (Debug::IsSourceBreakStub(code)) {
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break_point_++;
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return;
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}
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}
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}
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}
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// Check for break at return.
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if (RelocInfo::IsJSReturn(rmode())) {
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// Set the positions to the end of the function.
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if (debug_info_->shared()->HasSourceCode()) {
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position_ = debug_info_->shared()->end_position() -
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debug_info_->shared()->start_position();
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} else {
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position_ = 0;
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}
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statement_position_ = position_;
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break_point_++;
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return;
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}
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}
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}
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void BreakLocationIterator::Next(int count) {
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while (count > 0) {
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Next();
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count--;
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}
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}
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// Find the break point closest to the supplied address.
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void BreakLocationIterator::FindBreakLocationFromAddress(Address pc) {
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// Run through all break points to locate the one closest to the address.
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int closest_break_point = 0;
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int distance = kMaxInt;
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while (!Done()) {
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// Check if this break point is closer that what was previously found.
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if (this->pc() < pc && pc - this->pc() < distance) {
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closest_break_point = break_point();
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distance = pc - this->pc();
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// Check whether we can't get any closer.
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if (distance == 0) break;
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}
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Next();
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}
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// Move to the break point found.
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Reset();
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Next(closest_break_point);
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}
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// Find the break point closest to the supplied source position.
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void BreakLocationIterator::FindBreakLocationFromPosition(int position) {
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// Run through all break points to locate the one closest to the source
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// position.
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int closest_break_point = 0;
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int distance = kMaxInt;
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while (!Done()) {
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// Check if this break point is closer that what was previously found.
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if (position <= statement_position() &&
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statement_position() - position < distance) {
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closest_break_point = break_point();
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distance = statement_position() - position;
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// Check whether we can't get any closer.
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if (distance == 0) break;
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}
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Next();
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}
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// Move to the break point found.
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Reset();
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Next(closest_break_point);
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}
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void BreakLocationIterator::Reset() {
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// Create relocation iterators for the two code objects.
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if (reloc_iterator_ != NULL) delete reloc_iterator_;
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if (reloc_iterator_original_ != NULL) delete reloc_iterator_original_;
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reloc_iterator_ = new RelocIterator(debug_info_->code());
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reloc_iterator_original_ = new RelocIterator(debug_info_->original_code());
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// Position at the first break point.
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break_point_ = -1;
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position_ = 1;
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statement_position_ = 1;
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Next();
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}
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bool BreakLocationIterator::Done() const {
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return RinfoDone();
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}
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void BreakLocationIterator::SetBreakPoint(Handle<Object> break_point_object) {
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// If there is not already a real break point here patch code with debug
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// break.
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if (!HasBreakPoint()) {
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SetDebugBreak();
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}
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ASSERT(IsDebugBreak());
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// Set the break point information.
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DebugInfo::SetBreakPoint(debug_info_, code_position(),
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position(), statement_position(),
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break_point_object);
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}
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void BreakLocationIterator::ClearBreakPoint(Handle<Object> break_point_object) {
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// Clear the break point information.
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DebugInfo::ClearBreakPoint(debug_info_, code_position(), break_point_object);
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// If there are no more break points here remove the debug break.
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if (!HasBreakPoint()) {
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ClearDebugBreak();
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ASSERT(!IsDebugBreak());
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}
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}
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void BreakLocationIterator::SetOneShot() {
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// If there is a real break point here no more to do.
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if (HasBreakPoint()) {
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ASSERT(IsDebugBreak());
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return;
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}
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// Patch code with debug break.
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SetDebugBreak();
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}
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void BreakLocationIterator::ClearOneShot() {
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// If there is a real break point here no more to do.
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if (HasBreakPoint()) {
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ASSERT(IsDebugBreak());
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return;
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}
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// Patch code removing debug break.
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ClearDebugBreak();
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ASSERT(!IsDebugBreak());
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}
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void BreakLocationIterator::SetDebugBreak() {
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// If there is already a break point here just return. This might happen if
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// the same code is flooded with break points twice. Flooding the same
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// function twice might happen when stepping in a function with an exception
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// handler as the handler and the function is the same.
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if (IsDebugBreak()) {
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return;
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}
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if (RelocInfo::IsJSReturn(rmode())) {
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// Patch the frame exit code with a break point.
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SetDebugBreakAtReturn();
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} else {
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// Patch the IC call.
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SetDebugBreakAtIC();
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}
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ASSERT(IsDebugBreak());
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}
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void BreakLocationIterator::ClearDebugBreak() {
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if (RelocInfo::IsJSReturn(rmode())) {
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// Restore the frame exit code.
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ClearDebugBreakAtReturn();
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} else {
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// Patch the IC call.
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ClearDebugBreakAtIC();
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}
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ASSERT(!IsDebugBreak());
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}
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void BreakLocationIterator::PrepareStepIn() {
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HandleScope scope;
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// Step in can only be prepared if currently positioned on an IC call or
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// construct call.
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Address target = rinfo()->target_address();
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Code* code = Code::GetCodeFromTargetAddress(target);
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if (code->is_call_stub()) {
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// Step in through IC call is handled by the runtime system. Therefore make
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// sure that the any current IC is cleared and the runtime system is
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// called. If the executing code has a debug break at the location change
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// the call in the original code as it is the code there that will be
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// executed in place of the debug break call.
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Handle<Code> stub = ComputeCallDebugPrepareStepIn(code->arguments_count());
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if (IsDebugBreak()) {
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original_rinfo()->set_target_address(stub->entry());
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} else {
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rinfo()->set_target_address(stub->entry());
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}
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} else {
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// Step in through constructs call requires no changes to the running code.
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ASSERT(RelocInfo::IsConstructCall(rmode()));
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}
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}
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// Check whether the break point is at a position which will exit the function.
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bool BreakLocationIterator::IsExit() const {
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return (RelocInfo::IsJSReturn(rmode()));
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}
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bool BreakLocationIterator::HasBreakPoint() {
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return debug_info_->HasBreakPoint(code_position());
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}
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// Check whether there is a debug break at the current position.
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bool BreakLocationIterator::IsDebugBreak() {
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if (RelocInfo::IsJSReturn(rmode())) {
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return IsDebugBreakAtReturn();
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} else {
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return Debug::IsDebugBreak(rinfo()->target_address());
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}
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}
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void BreakLocationIterator::SetDebugBreakAtIC() {
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// Patch the original code with the current address as the current address
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// might have changed by the inline caching since the code was copied.
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original_rinfo()->set_target_address(rinfo()->target_address());
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RelocInfo::Mode mode = rmode();
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if (RelocInfo::IsCodeTarget(mode)) {
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Address target = rinfo()->target_address();
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Handle<Code> code(Code::GetCodeFromTargetAddress(target));
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// Patch the code to invoke the builtin debug break function matching the
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// calling convention used by the call site.
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Handle<Code> dbgbrk_code(Debug::FindDebugBreak(code, mode));
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rinfo()->set_target_address(dbgbrk_code->entry());
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// For stubs that refer back to an inlined version clear the cached map for
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// the inlined case to always go through the IC. As long as the break point
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// is set the patching performed by the runtime system will take place in
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// the code copy and will therefore have no effect on the running code
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// keeping it from using the inlined code.
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if (code->is_keyed_load_stub() && KeyedLoadIC::HasInlinedVersion(pc())) {
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KeyedLoadIC::ClearInlinedVersion(pc());
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}
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}
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}
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void BreakLocationIterator::ClearDebugBreakAtIC() {
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// Patch the code to the original invoke.
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rinfo()->set_target_address(original_rinfo()->target_address());
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}
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Object* BreakLocationIterator::BreakPointObjects() {
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return debug_info_->GetBreakPointObjects(code_position());
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}
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// Clear out all the debug break code. This is ONLY supposed to be used when
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// shutting down the debugger as it will leave the break point information in
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// DebugInfo even though the code is patched back to the non break point state.
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void BreakLocationIterator::ClearAllDebugBreak() {
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while (!Done()) {
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ClearDebugBreak();
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Next();
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}
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}
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bool BreakLocationIterator::RinfoDone() const {
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ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
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return reloc_iterator_->done();
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}
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void BreakLocationIterator::RinfoNext() {
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reloc_iterator_->next();
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reloc_iterator_original_->next();
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#ifdef DEBUG
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ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
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if (!reloc_iterator_->done()) {
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ASSERT(rmode() == original_rmode());
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}
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#endif
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}
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bool Debug::has_break_points_ = false;
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DebugInfoListNode* Debug::debug_info_list_ = NULL;
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// Threading support.
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void Debug::ThreadInit() {
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thread_local_.break_count_ = 0;
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thread_local_.break_id_ = 0;
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thread_local_.break_frame_id_ = StackFrame::NO_ID;
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thread_local_.last_step_action_ = StepNone;
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thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
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thread_local_.step_count_ = 0;
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thread_local_.last_fp_ = 0;
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thread_local_.step_into_fp_ = 0;
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thread_local_.after_break_target_ = 0;
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thread_local_.debugger_entry_ = NULL;
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thread_local_.preemption_pending_ = false;
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}
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JSCallerSavedBuffer Debug::registers_;
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Debug::ThreadLocal Debug::thread_local_;
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char* Debug::ArchiveDebug(char* storage) {
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char* to = storage;
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memcpy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal));
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to += sizeof(ThreadLocal);
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memcpy(to, reinterpret_cast<char*>(®isters_), sizeof(registers_));
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ThreadInit();
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ASSERT(to <= storage + ArchiveSpacePerThread());
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return storage + ArchiveSpacePerThread();
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}
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char* Debug::RestoreDebug(char* storage) {
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char* from = storage;
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memcpy(reinterpret_cast<char*>(&thread_local_), from, sizeof(ThreadLocal));
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from += sizeof(ThreadLocal);
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memcpy(reinterpret_cast<char*>(®isters_), from, sizeof(registers_));
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ASSERT(from <= storage + ArchiveSpacePerThread());
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return storage + ArchiveSpacePerThread();
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}
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int Debug::ArchiveSpacePerThread() {
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return sizeof(ThreadLocal) + sizeof(registers_);
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}
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// Default break enabled.
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bool Debug::disable_break_ = false;
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// Default call debugger on uncaught exception.
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bool Debug::break_on_exception_ = false;
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bool Debug::break_on_uncaught_exception_ = true;
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Handle<Context> Debug::debug_context_ = Handle<Context>();
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Code* Debug::debug_break_return_entry_ = NULL;
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Code* Debug::debug_break_return_ = NULL;
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void Debug::HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data) {
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DebugInfoListNode* node = reinterpret_cast<DebugInfoListNode*>(data);
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RemoveDebugInfo(node->debug_info());
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#ifdef DEBUG
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node = Debug::debug_info_list_;
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while (node != NULL) {
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ASSERT(node != reinterpret_cast<DebugInfoListNode*>(data));
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node = node->next();
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}
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#endif
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}
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DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) {
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// Globalize the request debug info object and make it weak.
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debug_info_ = Handle<DebugInfo>::cast((GlobalHandles::Create(debug_info)));
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GlobalHandles::MakeWeak(reinterpret_cast<Object**>(debug_info_.location()),
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this, Debug::HandleWeakDebugInfo);
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}
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DebugInfoListNode::~DebugInfoListNode() {
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GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_info_.location()));
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}
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void Debug::Setup(bool create_heap_objects) {
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ThreadInit();
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if (create_heap_objects) {
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// Get code to handle entry to debug break on return.
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debug_break_return_entry_ =
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Builtins::builtin(Builtins::Return_DebugBreakEntry);
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ASSERT(debug_break_return_entry_->IsCode());
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// Get code to handle debug break on return.
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debug_break_return_ =
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Builtins::builtin(Builtins::Return_DebugBreak);
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ASSERT(debug_break_return_->IsCode());
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}
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}
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bool Debug::CompileDebuggerScript(int index) {
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HandleScope scope;
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// Bail out if the index is invalid.
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if (index == -1) {
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return false;
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}
|
|
|
|
// Find source and name for the requested script.
|
|
Handle<String> source_code = Bootstrapper::NativesSourceLookup(index);
|
|
Vector<const char> name = Natives::GetScriptName(index);
|
|
Handle<String> script_name = Factory::NewStringFromAscii(name);
|
|
|
|
// Compile the script.
|
|
bool allow_natives_syntax = FLAG_allow_natives_syntax;
|
|
FLAG_allow_natives_syntax = true;
|
|
Handle<JSFunction> boilerplate;
|
|
boilerplate = Compiler::Compile(source_code, script_name, 0, 0, NULL, NULL);
|
|
FLAG_allow_natives_syntax = allow_natives_syntax;
|
|
|
|
// Silently ignore stack overflows during compilation.
|
|
if (boilerplate.is_null()) {
|
|
ASSERT(Top::has_pending_exception());
|
|
Top::clear_pending_exception();
|
|
return false;
|
|
}
|
|
|
|
// Execute the boilerplate function in the debugger context.
|
|
Handle<Context> context = Top::global_context();
|
|
bool caught_exception = false;
|
|
Handle<JSFunction> function =
|
|
Factory::NewFunctionFromBoilerplate(boilerplate, context);
|
|
Handle<Object> result =
|
|
Execution::TryCall(function, Handle<Object>(context->global()),
|
|
0, NULL, &caught_exception);
|
|
|
|
// Check for caught exceptions.
|
|
if (caught_exception) {
|
|
Handle<Object> message = MessageHandler::MakeMessageObject(
|
|
"error_loading_debugger", NULL, HandleVector<Object>(&result, 1),
|
|
Handle<String>());
|
|
MessageHandler::ReportMessage(NULL, message);
|
|
return false;
|
|
}
|
|
|
|
// Mark this script as native and return successfully.
|
|
Handle<Script> script(Script::cast(function->shared()->script()));
|
|
script->set_type(Smi::FromInt(SCRIPT_TYPE_NATIVE));
|
|
return true;
|
|
}
|
|
|
|
|
|
bool Debug::Load() {
|
|
// Return if debugger is already loaded.
|
|
if (IsLoaded()) return true;
|
|
|
|
// Bail out if we're already in the process of compiling the native
|
|
// JavaScript source code for the debugger.
|
|
if (Debugger::compiling_natives() || Debugger::is_loading_debugger())
|
|
return false;
|
|
Debugger::set_loading_debugger(true);
|
|
|
|
// Disable breakpoints and interrupts while compiling and running the
|
|
// debugger scripts including the context creation code.
|
|
DisableBreak disable(true);
|
|
PostponeInterruptsScope postpone;
|
|
|
|
// Create the debugger context.
|
|
HandleScope scope;
|
|
Handle<Context> context =
|
|
Bootstrapper::CreateEnvironment(Handle<Object>::null(),
|
|
v8::Handle<ObjectTemplate>(),
|
|
NULL);
|
|
|
|
// Use the debugger context.
|
|
SaveContext save;
|
|
Top::set_context(*context);
|
|
|
|
// Expose the builtins object in the debugger context.
|
|
Handle<String> key = Factory::LookupAsciiSymbol("builtins");
|
|
Handle<GlobalObject> global = Handle<GlobalObject>(context->global());
|
|
SetProperty(global, key, Handle<Object>(global->builtins()), NONE);
|
|
|
|
// Compile the JavaScript for the debugger in the debugger context.
|
|
Debugger::set_compiling_natives(true);
|
|
bool caught_exception =
|
|
!CompileDebuggerScript(Natives::GetIndex("mirror")) ||
|
|
!CompileDebuggerScript(Natives::GetIndex("debug"));
|
|
Debugger::set_compiling_natives(false);
|
|
|
|
// Make sure we mark the debugger as not loading before we might
|
|
// return.
|
|
Debugger::set_loading_debugger(false);
|
|
|
|
// Check for caught exceptions.
|
|
if (caught_exception) return false;
|
|
|
|
// Debugger loaded.
|
|
debug_context_ = Handle<Context>::cast(GlobalHandles::Create(*context));
|
|
return true;
|
|
}
|
|
|
|
|
|
void Debug::Unload() {
|
|
// Return debugger is not loaded.
|
|
if (!IsLoaded()) {
|
|
return;
|
|
}
|
|
|
|
// Clear debugger context global handle.
|
|
GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_context_.location()));
|
|
debug_context_ = Handle<Context>();
|
|
}
|
|
|
|
|
|
// Set the flag indicating that preemption happened during debugging.
|
|
void Debug::PreemptionWhileInDebugger() {
|
|
ASSERT(InDebugger());
|
|
Debug::set_preemption_pending(true);
|
|
}
|
|
|
|
|
|
void Debug::Iterate(ObjectVisitor* v) {
|
|
v->VisitPointer(bit_cast<Object**, Code**>(&(debug_break_return_entry_)));
|
|
v->VisitPointer(bit_cast<Object**, Code**>(&(debug_break_return_)));
|
|
}
|
|
|
|
|
|
Object* Debug::Break(Arguments args) {
|
|
HandleScope scope;
|
|
ASSERT(args.length() == 0);
|
|
|
|
// Get the top-most JavaScript frame.
|
|
JavaScriptFrameIterator it;
|
|
JavaScriptFrame* frame = it.frame();
|
|
|
|
// Just continue if breaks are disabled or debugger cannot be loaded.
|
|
if (disable_break() || !Load()) {
|
|
SetAfterBreakTarget(frame);
|
|
return Heap::undefined_value();
|
|
}
|
|
|
|
// Enter the debugger.
|
|
EnterDebugger debugger;
|
|
if (debugger.FailedToEnter()) {
|
|
return Heap::undefined_value();
|
|
}
|
|
|
|
// Postpone interrupt during breakpoint processing.
|
|
PostponeInterruptsScope postpone;
|
|
|
|
// Get the debug info (create it if it does not exist).
|
|
Handle<SharedFunctionInfo> shared =
|
|
Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared());
|
|
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
|
|
|
|
// Find the break point where execution has stopped.
|
|
BreakLocationIterator break_location_iterator(debug_info,
|
|
ALL_BREAK_LOCATIONS);
|
|
break_location_iterator.FindBreakLocationFromAddress(frame->pc());
|
|
|
|
// Check whether step next reached a new statement.
|
|
if (!StepNextContinue(&break_location_iterator, frame)) {
|
|
// Decrease steps left if performing multiple steps.
|
|
if (thread_local_.step_count_ > 0) {
|
|
thread_local_.step_count_--;
|
|
}
|
|
}
|
|
|
|
// If there is one or more real break points check whether any of these are
|
|
// triggered.
|
|
Handle<Object> break_points_hit(Heap::undefined_value());
|
|
if (break_location_iterator.HasBreakPoint()) {
|
|
Handle<Object> break_point_objects =
|
|
Handle<Object>(break_location_iterator.BreakPointObjects());
|
|
break_points_hit = CheckBreakPoints(break_point_objects);
|
|
}
|
|
|
|
// Notify debugger if a real break point is triggered or if performing single
|
|
// stepping with no more steps to perform. Otherwise do another step.
|
|
if (!break_points_hit->IsUndefined() ||
|
|
(thread_local_.last_step_action_ != StepNone &&
|
|
thread_local_.step_count_ == 0)) {
|
|
// Clear all current stepping setup.
|
|
ClearStepping();
|
|
|
|
// Notify the debug event listeners.
|
|
Debugger::OnDebugBreak(break_points_hit, false);
|
|
} else if (thread_local_.last_step_action_ != StepNone) {
|
|
// Hold on to last step action as it is cleared by the call to
|
|
// ClearStepping.
|
|
StepAction step_action = thread_local_.last_step_action_;
|
|
int step_count = thread_local_.step_count_;
|
|
|
|
// Clear all current stepping setup.
|
|
ClearStepping();
|
|
|
|
// Set up for the remaining steps.
|
|
PrepareStep(step_action, step_count);
|
|
}
|
|
|
|
// Install jump to the call address which was overwritten.
|
|
SetAfterBreakTarget(frame);
|
|
|
|
return Heap::undefined_value();
|
|
}
|
|
|
|
|
|
// Check the break point objects for whether one or more are actually
|
|
// triggered. This function returns a JSArray with the break point objects
|
|
// which is triggered.
|
|
Handle<Object> Debug::CheckBreakPoints(Handle<Object> break_point_objects) {
|
|
int break_points_hit_count = 0;
|
|
Handle<JSArray> break_points_hit = Factory::NewJSArray(1);
|
|
|
|
// If there are multiple break points they are in a FixedArray.
|
|
ASSERT(!break_point_objects->IsUndefined());
|
|
if (break_point_objects->IsFixedArray()) {
|
|
Handle<FixedArray> array(FixedArray::cast(*break_point_objects));
|
|
for (int i = 0; i < array->length(); i++) {
|
|
Handle<Object> o(array->get(i));
|
|
if (CheckBreakPoint(o)) {
|
|
break_points_hit->SetElement(break_points_hit_count++, *o);
|
|
}
|
|
}
|
|
} else {
|
|
if (CheckBreakPoint(break_point_objects)) {
|
|
break_points_hit->SetElement(break_points_hit_count++,
|
|
*break_point_objects);
|
|
}
|
|
}
|
|
|
|
// Return undefined if no break points where triggered.
|
|
if (break_points_hit_count == 0) {
|
|
return Factory::undefined_value();
|
|
}
|
|
return break_points_hit;
|
|
}
|
|
|
|
|
|
// Check whether a single break point object is triggered.
|
|
bool Debug::CheckBreakPoint(Handle<Object> break_point_object) {
|
|
HandleScope scope;
|
|
|
|
// Ignore check if break point object is not a JSObject.
|
|
if (!break_point_object->IsJSObject()) return true;
|
|
|
|
// Get the function CheckBreakPoint (defined in debug.js).
|
|
Handle<JSFunction> check_break_point =
|
|
Handle<JSFunction>(JSFunction::cast(
|
|
debug_context()->global()->GetProperty(
|
|
*Factory::LookupAsciiSymbol("IsBreakPointTriggered"))));
|
|
|
|
// Get the break id as an object.
|
|
Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id());
|
|
|
|
// Call HandleBreakPointx.
|
|
bool caught_exception = false;
|
|
const int argc = 2;
|
|
Object** argv[argc] = {
|
|
break_id.location(),
|
|
reinterpret_cast<Object**>(break_point_object.location())
|
|
};
|
|
Handle<Object> result = Execution::TryCall(check_break_point,
|
|
Top::builtins(), argc, argv,
|
|
&caught_exception);
|
|
|
|
// If exception or non boolean result handle as not triggered
|
|
if (caught_exception || !result->IsBoolean()) {
|
|
return false;
|
|
}
|
|
|
|
// Return whether the break point is triggered.
|
|
return *result == Heap::true_value();
|
|
}
|
|
|
|
|
|
// Check whether the function has debug information.
|
|
bool Debug::HasDebugInfo(Handle<SharedFunctionInfo> shared) {
|
|
return !shared->debug_info()->IsUndefined();
|
|
}
|
|
|
|
|
|
// Return the debug info for this function. EnsureDebugInfo must be called
|
|
// prior to ensure the debug info has been generated for shared.
|
|
Handle<DebugInfo> Debug::GetDebugInfo(Handle<SharedFunctionInfo> shared) {
|
|
ASSERT(HasDebugInfo(shared));
|
|
return Handle<DebugInfo>(DebugInfo::cast(shared->debug_info()));
|
|
}
|
|
|
|
|
|
void Debug::SetBreakPoint(Handle<SharedFunctionInfo> shared,
|
|
int source_position,
|
|
Handle<Object> break_point_object) {
|
|
HandleScope scope;
|
|
|
|
if (!EnsureDebugInfo(shared)) {
|
|
// Return if retrieving debug info failed.
|
|
return;
|
|
}
|
|
|
|
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
|
|
// Source positions starts with zero.
|
|
ASSERT(source_position >= 0);
|
|
|
|
// Find the break point and change it.
|
|
BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
|
|
it.FindBreakLocationFromPosition(source_position);
|
|
it.SetBreakPoint(break_point_object);
|
|
|
|
// At least one active break point now.
|
|
ASSERT(debug_info->GetBreakPointCount() > 0);
|
|
}
|
|
|
|
|
|
void Debug::ClearBreakPoint(Handle<Object> break_point_object) {
|
|
HandleScope scope;
|
|
|
|
DebugInfoListNode* node = debug_info_list_;
|
|
while (node != NULL) {
|
|
Object* result = DebugInfo::FindBreakPointInfo(node->debug_info(),
|
|
break_point_object);
|
|
if (!result->IsUndefined()) {
|
|
// Get information in the break point.
|
|
BreakPointInfo* break_point_info = BreakPointInfo::cast(result);
|
|
Handle<DebugInfo> debug_info = node->debug_info();
|
|
Handle<SharedFunctionInfo> shared(debug_info->shared());
|
|
int source_position = break_point_info->statement_position()->value();
|
|
|
|
// Source positions starts with zero.
|
|
ASSERT(source_position >= 0);
|
|
|
|
// Find the break point and clear it.
|
|
BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
|
|
it.FindBreakLocationFromPosition(source_position);
|
|
it.ClearBreakPoint(break_point_object);
|
|
|
|
// If there are no more break points left remove the debug info for this
|
|
// function.
|
|
if (debug_info->GetBreakPointCount() == 0) {
|
|
RemoveDebugInfo(debug_info);
|
|
}
|
|
|
|
return;
|
|
}
|
|
node = node->next();
|
|
}
|
|
}
|
|
|
|
|
|
void Debug::ClearAllBreakPoints() {
|
|
DebugInfoListNode* node = debug_info_list_;
|
|
while (node != NULL) {
|
|
// Remove all debug break code.
|
|
BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
|
|
it.ClearAllDebugBreak();
|
|
node = node->next();
|
|
}
|
|
|
|
// Remove all debug info.
|
|
while (debug_info_list_ != NULL) {
|
|
RemoveDebugInfo(debug_info_list_->debug_info());
|
|
}
|
|
}
|
|
|
|
|
|
void Debug::FloodWithOneShot(Handle<SharedFunctionInfo> shared) {
|
|
// Make sure the function has setup the debug info.
|
|
if (!EnsureDebugInfo(shared)) {
|
|
// Return if we failed to retrieve the debug info.
|
|
return;
|
|
}
|
|
|
|
// Flood the function with break points.
|
|
BreakLocationIterator it(GetDebugInfo(shared), ALL_BREAK_LOCATIONS);
|
|
while (!it.Done()) {
|
|
it.SetOneShot();
|
|
it.Next();
|
|
}
|
|
}
|
|
|
|
|
|
void Debug::FloodHandlerWithOneShot() {
|
|
// Iterate through the JavaScript stack looking for handlers.
|
|
StackFrame::Id id = break_frame_id();
|
|
if (id == StackFrame::NO_ID) {
|
|
// If there is no JavaScript stack don't do anything.
|
|
return;
|
|
}
|
|
for (JavaScriptFrameIterator it(id); !it.done(); it.Advance()) {
|
|
JavaScriptFrame* frame = it.frame();
|
|
if (frame->HasHandler()) {
|
|
Handle<SharedFunctionInfo> shared =
|
|
Handle<SharedFunctionInfo>(
|
|
JSFunction::cast(frame->function())->shared());
|
|
// Flood the function with the catch block with break points
|
|
FloodWithOneShot(shared);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) {
|
|
if (type == BreakUncaughtException) {
|
|
break_on_uncaught_exception_ = enable;
|
|
} else {
|
|
break_on_exception_ = enable;
|
|
}
|
|
}
|
|
|
|
|
|
void Debug::PrepareStep(StepAction step_action, int step_count) {
|
|
HandleScope scope;
|
|
ASSERT(Debug::InDebugger());
|
|
|
|
// Remember this step action and count.
|
|
thread_local_.last_step_action_ = step_action;
|
|
thread_local_.step_count_ = step_count;
|
|
|
|
// Get the frame where the execution has stopped and skip the debug frame if
|
|
// any. The debug frame will only be present if execution was stopped due to
|
|
// hitting a break point. In other situations (e.g. unhandled exception) the
|
|
// debug frame is not present.
|
|
StackFrame::Id id = break_frame_id();
|
|
if (id == StackFrame::NO_ID) {
|
|
// If there is no JavaScript stack don't do anything.
|
|
return;
|
|
}
|
|
JavaScriptFrameIterator frames_it(id);
|
|
JavaScriptFrame* frame = frames_it.frame();
|
|
|
|
// First of all ensure there is one-shot break points in the top handler
|
|
// if any.
|
|
FloodHandlerWithOneShot();
|
|
|
|
// If the function on the top frame is unresolved perform step out. This will
|
|
// be the case when calling unknown functions and having the debugger stopped
|
|
// in an unhandled exception.
|
|
if (!frame->function()->IsJSFunction()) {
|
|
// Step out: Find the calling JavaScript frame and flood it with
|
|
// breakpoints.
|
|
frames_it.Advance();
|
|
// Fill the function to return to with one-shot break points.
|
|
JSFunction* function = JSFunction::cast(frames_it.frame()->function());
|
|
FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared()));
|
|
return;
|
|
}
|
|
|
|
// Get the debug info (create it if it does not exist).
|
|
Handle<SharedFunctionInfo> shared =
|
|
Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared());
|
|
if (!EnsureDebugInfo(shared)) {
|
|
// Return if ensuring debug info failed.
|
|
return;
|
|
}
|
|
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
|
|
|
|
// Find the break location where execution has stopped.
|
|
BreakLocationIterator it(debug_info, ALL_BREAK_LOCATIONS);
|
|
it.FindBreakLocationFromAddress(frame->pc());
|
|
|
|
// Compute whether or not the target is a call target.
|
|
bool is_call_target = false;
|
|
if (RelocInfo::IsCodeTarget(it.rinfo()->rmode())) {
|
|
Address target = it.rinfo()->target_address();
|
|
Code* code = Code::GetCodeFromTargetAddress(target);
|
|
if (code->is_call_stub()) is_call_target = true;
|
|
}
|
|
|
|
// If this is the last break code target step out is the only possibility.
|
|
if (it.IsExit() || step_action == StepOut) {
|
|
// Step out: If there is a JavaScript caller frame, we need to
|
|
// flood it with breakpoints.
|
|
frames_it.Advance();
|
|
if (!frames_it.done()) {
|
|
// Fill the function to return to with one-shot break points.
|
|
JSFunction* function = JSFunction::cast(frames_it.frame()->function());
|
|
FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared()));
|
|
}
|
|
} else if (!(is_call_target || RelocInfo::IsConstructCall(it.rmode())) ||
|
|
step_action == StepNext || step_action == StepMin) {
|
|
// Step next or step min.
|
|
|
|
// Fill the current function with one-shot break points.
|
|
FloodWithOneShot(shared);
|
|
|
|
// Remember source position and frame to handle step next.
|
|
thread_local_.last_statement_position_ =
|
|
debug_info->code()->SourceStatementPosition(frame->pc());
|
|
thread_local_.last_fp_ = frame->fp();
|
|
} else {
|
|
// Fill the current function with one-shot break points even for step in on
|
|
// a call target as the function called might be a native function for
|
|
// which step in will not stop.
|
|
FloodWithOneShot(shared);
|
|
|
|
// Step in or Step in min
|
|
it.PrepareStepIn();
|
|
ActivateStepIn(frame);
|
|
}
|
|
}
|
|
|
|
|
|
// Check whether the current debug break should be reported to the debugger. It
|
|
// is used to have step next and step in only report break back to the debugger
|
|
// if on a different frame or in a different statement. In some situations
|
|
// there will be several break points in the same statement when the code is
|
|
// flooded with one-shot break points. This function helps to perform several
|
|
// steps before reporting break back to the debugger.
|
|
bool Debug::StepNextContinue(BreakLocationIterator* break_location_iterator,
|
|
JavaScriptFrame* frame) {
|
|
// If the step last action was step next or step in make sure that a new
|
|
// statement is hit.
|
|
if (thread_local_.last_step_action_ == StepNext ||
|
|
thread_local_.last_step_action_ == StepIn) {
|
|
// Never continue if returning from function.
|
|
if (break_location_iterator->IsExit()) return false;
|
|
|
|
// Continue if we are still on the same frame and in the same statement.
|
|
int current_statement_position =
|
|
break_location_iterator->code()->SourceStatementPosition(frame->pc());
|
|
return thread_local_.last_fp_ == frame->fp() &&
|
|
thread_local_.last_statement_position_ == current_statement_position;
|
|
}
|
|
|
|
// No step next action - don't continue.
|
|
return false;
|
|
}
|
|
|
|
|
|
// Check whether the code object at the specified address is a debug break code
|
|
// object.
|
|
bool Debug::IsDebugBreak(Address addr) {
|
|
Code* code = Code::GetCodeFromTargetAddress(addr);
|
|
return code->ic_state() == DEBUG_BREAK;
|
|
}
|
|
|
|
|
|
// Check whether a code stub with the specified major key is a possible break
|
|
// point location when looking for source break locations.
|
|
bool Debug::IsSourceBreakStub(Code* code) {
|
|
CodeStub::Major major_key = code->major_key();
|
|
return major_key == CodeStub::CallFunction;
|
|
}
|
|
|
|
|
|
// Check whether a code stub with the specified major key is a possible break
|
|
// location.
|
|
bool Debug::IsBreakStub(Code* code) {
|
|
CodeStub::Major major_key = code->major_key();
|
|
return major_key == CodeStub::CallFunction ||
|
|
major_key == CodeStub::StackCheck;
|
|
}
|
|
|
|
|
|
// Find the builtin to use for invoking the debug break
|
|
Handle<Code> Debug::FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode) {
|
|
// Find the builtin debug break function matching the calling convention
|
|
// used by the call site.
|
|
if (code->is_inline_cache_stub()) {
|
|
if (code->is_call_stub()) {
|
|
return ComputeCallDebugBreak(code->arguments_count());
|
|
}
|
|
if (code->is_load_stub()) {
|
|
return Handle<Code>(Builtins::builtin(Builtins::LoadIC_DebugBreak));
|
|
}
|
|
if (code->is_store_stub()) {
|
|
return Handle<Code>(Builtins::builtin(Builtins::StoreIC_DebugBreak));
|
|
}
|
|
if (code->is_keyed_load_stub()) {
|
|
Handle<Code> result =
|
|
Handle<Code>(Builtins::builtin(Builtins::KeyedLoadIC_DebugBreak));
|
|
return result;
|
|
}
|
|
if (code->is_keyed_store_stub()) {
|
|
Handle<Code> result =
|
|
Handle<Code>(Builtins::builtin(Builtins::KeyedStoreIC_DebugBreak));
|
|
return result;
|
|
}
|
|
}
|
|
if (RelocInfo::IsConstructCall(mode)) {
|
|
Handle<Code> result =
|
|
Handle<Code>(Builtins::builtin(Builtins::ConstructCall_DebugBreak));
|
|
return result;
|
|
}
|
|
if (code->kind() == Code::STUB) {
|
|
ASSERT(code->major_key() == CodeStub::CallFunction ||
|
|
code->major_key() == CodeStub::StackCheck);
|
|
Handle<Code> result =
|
|
Handle<Code>(Builtins::builtin(Builtins::StubNoRegisters_DebugBreak));
|
|
return result;
|
|
}
|
|
|
|
UNREACHABLE();
|
|
return Handle<Code>::null();
|
|
}
|
|
|
|
|
|
// Simple function for returning the source positions for active break points.
|
|
Handle<Object> Debug::GetSourceBreakLocations(
|
|
Handle<SharedFunctionInfo> shared) {
|
|
if (!HasDebugInfo(shared)) return Handle<Object>(Heap::undefined_value());
|
|
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
|
|
if (debug_info->GetBreakPointCount() == 0) {
|
|
return Handle<Object>(Heap::undefined_value());
|
|
}
|
|
Handle<FixedArray> locations =
|
|
Factory::NewFixedArray(debug_info->GetBreakPointCount());
|
|
int count = 0;
|
|
for (int i = 0; i < debug_info->break_points()->length(); i++) {
|
|
if (!debug_info->break_points()->get(i)->IsUndefined()) {
|
|
BreakPointInfo* break_point_info =
|
|
BreakPointInfo::cast(debug_info->break_points()->get(i));
|
|
if (break_point_info->GetBreakPointCount() > 0) {
|
|
locations->set(count++, break_point_info->statement_position());
|
|
}
|
|
}
|
|
}
|
|
return locations;
|
|
}
|
|
|
|
|
|
void Debug::NewBreak(StackFrame::Id break_frame_id) {
|
|
thread_local_.break_frame_id_ = break_frame_id;
|
|
thread_local_.break_id_ = ++thread_local_.break_count_;
|
|
}
|
|
|
|
|
|
void Debug::SetBreak(StackFrame::Id break_frame_id, int break_id) {
|
|
thread_local_.break_frame_id_ = break_frame_id;
|
|
thread_local_.break_id_ = break_id;
|
|
}
|
|
|
|
|
|
// Handle stepping into a function.
|
|
void Debug::HandleStepIn(Handle<JSFunction> function,
|
|
Address fp,
|
|
bool is_constructor) {
|
|
// If the frame pointer is not supplied by the caller find it.
|
|
if (fp == 0) {
|
|
StackFrameIterator it;
|
|
it.Advance();
|
|
// For constructor functions skip another frame.
|
|
if (is_constructor) {
|
|
ASSERT(it.frame()->is_construct());
|
|
it.Advance();
|
|
}
|
|
fp = it.frame()->fp();
|
|
}
|
|
|
|
// Flood the function with one-shot break points if it is called from where
|
|
// step into was requested.
|
|
if (fp == Debug::step_in_fp()) {
|
|
// Don't allow step into functions in the native context.
|
|
if (function->context()->global() != Top::context()->builtins()) {
|
|
if (function->shared()->code() ==
|
|
Builtins::builtin(Builtins::FunctionApply) ||
|
|
function->shared()->code() ==
|
|
Builtins::builtin(Builtins::FunctionCall)) {
|
|
// Handle function.apply and function.call separately to flood the
|
|
// function to be called and not the code for Builtins::FunctionApply or
|
|
// Builtins::FunctionCall. At the point of the call IC to call either
|
|
// Builtins::FunctionApply or Builtins::FunctionCall the expression
|
|
// stack has the following content:
|
|
// symbol "apply" or "call"
|
|
// function apply or call was called on
|
|
// receiver for apply or call (first parameter to apply or call)
|
|
// ... further arguments to apply or call.
|
|
JavaScriptFrameIterator it;
|
|
ASSERT(it.frame()->fp() == fp);
|
|
ASSERT(it.frame()->GetExpression(1)->IsJSFunction());
|
|
if (it.frame()->GetExpression(1)->IsJSFunction()) {
|
|
Handle<JSFunction>
|
|
actual_function(JSFunction::cast(it.frame()->GetExpression(1)));
|
|
Handle<SharedFunctionInfo> actual_shared(actual_function->shared());
|
|
Debug::FloodWithOneShot(actual_shared);
|
|
}
|
|
} else {
|
|
Debug::FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Debug::ClearStepping() {
|
|
// Clear the various stepping setup.
|
|
ClearOneShot();
|
|
ClearStepIn();
|
|
ClearStepNext();
|
|
|
|
// Clear multiple step counter.
|
|
thread_local_.step_count_ = 0;
|
|
}
|
|
|
|
// Clears all the one-shot break points that are currently set. Normally this
|
|
// function is called each time a break point is hit as one shot break points
|
|
// are used to support stepping.
|
|
void Debug::ClearOneShot() {
|
|
// The current implementation just runs through all the breakpoints. When the
|
|
// last break point for a function is removed that function is automatically
|
|
// removed from the list.
|
|
|
|
DebugInfoListNode* node = debug_info_list_;
|
|
while (node != NULL) {
|
|
BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
|
|
while (!it.Done()) {
|
|
it.ClearOneShot();
|
|
it.Next();
|
|
}
|
|
node = node->next();
|
|
}
|
|
}
|
|
|
|
|
|
void Debug::ActivateStepIn(StackFrame* frame) {
|
|
thread_local_.step_into_fp_ = frame->fp();
|
|
}
|
|
|
|
|
|
void Debug::ClearStepIn() {
|
|
thread_local_.step_into_fp_ = 0;
|
|
}
|
|
|
|
|
|
void Debug::ClearStepNext() {
|
|
thread_local_.last_step_action_ = StepNone;
|
|
thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
|
|
thread_local_.last_fp_ = 0;
|
|
}
|
|
|
|
|
|
bool Debug::EnsureCompiled(Handle<SharedFunctionInfo> shared) {
|
|
if (shared->is_compiled()) return true;
|
|
return CompileLazyShared(shared, CLEAR_EXCEPTION, 0);
|
|
}
|
|
|
|
|
|
// Ensures the debug information is present for shared.
|
|
bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared) {
|
|
// Return if we already have the debug info for shared.
|
|
if (HasDebugInfo(shared)) return true;
|
|
|
|
// Ensure shared in compiled. Return false if this failed.
|
|
if (!EnsureCompiled(shared)) return false;
|
|
|
|
// Create the debug info object.
|
|
Handle<DebugInfo> debug_info = Factory::NewDebugInfo(shared);
|
|
|
|
// Add debug info to the list.
|
|
DebugInfoListNode* node = new DebugInfoListNode(*debug_info);
|
|
node->set_next(debug_info_list_);
|
|
debug_info_list_ = node;
|
|
|
|
// Now there is at least one break point.
|
|
has_break_points_ = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void Debug::RemoveDebugInfo(Handle<DebugInfo> debug_info) {
|
|
ASSERT(debug_info_list_ != NULL);
|
|
// Run through the debug info objects to find this one and remove it.
|
|
DebugInfoListNode* prev = NULL;
|
|
DebugInfoListNode* current = debug_info_list_;
|
|
while (current != NULL) {
|
|
if (*current->debug_info() == *debug_info) {
|
|
// Unlink from list. If prev is NULL we are looking at the first element.
|
|
if (prev == NULL) {
|
|
debug_info_list_ = current->next();
|
|
} else {
|
|
prev->set_next(current->next());
|
|
}
|
|
current->debug_info()->shared()->set_debug_info(Heap::undefined_value());
|
|
delete current;
|
|
|
|
// If there are no more debug info objects there are not more break
|
|
// points.
|
|
has_break_points_ = debug_info_list_ != NULL;
|
|
|
|
return;
|
|
}
|
|
// Move to next in list.
|
|
prev = current;
|
|
current = current->next();
|
|
}
|
|
UNREACHABLE();
|
|
}
|
|
|
|
|
|
void Debug::SetAfterBreakTarget(JavaScriptFrame* frame) {
|
|
HandleScope scope;
|
|
|
|
// Get the executing function in which the debug break occurred.
|
|
Handle<SharedFunctionInfo> shared =
|
|
Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared());
|
|
if (!EnsureDebugInfo(shared)) {
|
|
// Return if we failed to retrieve the debug info.
|
|
return;
|
|
}
|
|
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
|
|
Handle<Code> code(debug_info->code());
|
|
Handle<Code> original_code(debug_info->original_code());
|
|
#ifdef DEBUG
|
|
// Get the code which is actually executing.
|
|
Handle<Code> frame_code(frame->code());
|
|
ASSERT(frame_code.is_identical_to(code));
|
|
#endif
|
|
|
|
// Find the call address in the running code. This address holds the call to
|
|
// either a DebugBreakXXX or to the debug break return entry code if the
|
|
// break point is still active after processing the break point.
|
|
Address addr = frame->pc() - Assembler::kTargetAddrToReturnAddrDist;
|
|
|
|
// Check if the location is at JS exit.
|
|
bool at_js_exit = false;
|
|
RelocIterator it(debug_info->code());
|
|
while (!it.done()) {
|
|
if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
|
|
at_js_exit = it.rinfo()->pc() == addr - 1;
|
|
}
|
|
it.next();
|
|
}
|
|
|
|
// Handle the jump to continue execution after break point depending on the
|
|
// break location.
|
|
if (at_js_exit) {
|
|
// First check if the call in the code is still the debug break return
|
|
// entry code. If it is the break point is still active. If not the break
|
|
// point was removed during break point processing.
|
|
if (Assembler::target_address_at(addr) ==
|
|
debug_break_return_entry()->entry()) {
|
|
// Break point still active. Jump to the corresponding place in the
|
|
// original code.
|
|
addr += original_code->instruction_start() - code->instruction_start();
|
|
}
|
|
|
|
// Move one byte back to where the call instruction was placed.
|
|
thread_local_.after_break_target_ = addr - 1;
|
|
} else {
|
|
// Check if there still is a debug break call at the target address. If the
|
|
// break point has been removed it will have disappeared. If it have
|
|
// disappeared don't try to look in the original code as the running code
|
|
// will have the right address. This takes care of the case where the last
|
|
// break point is removed from the function and therefore no "original code"
|
|
// is available. If the debug break call is still there find the address in
|
|
// the original code.
|
|
if (IsDebugBreak(Assembler::target_address_at(addr))) {
|
|
// If the break point is still there find the call address which was
|
|
// overwritten in the original code by the call to DebugBreakXXX.
|
|
|
|
// Find the corresponding address in the original code.
|
|
addr += original_code->instruction_start() - code->instruction_start();
|
|
}
|
|
|
|
// Install jump to the call address in the original code. This will be the
|
|
// call which was overwritten by the call to DebugBreakXXX.
|
|
thread_local_.after_break_target_ = Assembler::target_address_at(addr);
|
|
}
|
|
}
|
|
|
|
|
|
bool Debug::IsDebugGlobal(GlobalObject* global) {
|
|
return IsLoaded() && global == Debug::debug_context()->global();
|
|
}
|
|
|
|
|
|
void Debug::ClearMirrorCache() {
|
|
HandleScope scope;
|
|
ASSERT(Top::context() == *Debug::debug_context());
|
|
|
|
// Clear the mirror cache.
|
|
Handle<String> function_name =
|
|
Factory::LookupSymbol(CStrVector("ClearMirrorCache"));
|
|
Handle<Object> fun(Top::global()->GetProperty(*function_name));
|
|
ASSERT(fun->IsJSFunction());
|
|
bool caught_exception;
|
|
Handle<Object> js_object = Execution::TryCall(
|
|
Handle<JSFunction>::cast(fun),
|
|
Handle<JSObject>(Debug::debug_context()->global()),
|
|
0, NULL, &caught_exception);
|
|
}
|
|
|
|
|
|
Mutex* Debugger::debugger_access_ = OS::CreateMutex();
|
|
Handle<Object> Debugger::event_listener_ = Handle<Object>();
|
|
Handle<Object> Debugger::event_listener_data_ = Handle<Object>();
|
|
bool Debugger::compiling_natives_ = false;
|
|
bool Debugger::is_loading_debugger_ = false;
|
|
bool Debugger::never_unload_debugger_ = false;
|
|
DebugMessageThread* Debugger::message_thread_ = NULL;
|
|
v8::Debug::MessageHandler Debugger::message_handler_ = NULL;
|
|
bool Debugger::message_handler_cleared_ = false;
|
|
v8::Debug::HostDispatchHandler Debugger::host_dispatch_handler_ = NULL;
|
|
int Debugger::host_dispatch_micros_ = 100 * 1000;
|
|
DebuggerAgent* Debugger::agent_ = NULL;
|
|
LockingMessageQueue Debugger::command_queue_(kQueueInitialSize);
|
|
LockingMessageQueue Debugger::message_queue_(kQueueInitialSize);
|
|
Semaphore* Debugger::command_received_ = OS::CreateSemaphore(0);
|
|
Semaphore* Debugger::message_received_ = OS::CreateSemaphore(0);
|
|
|
|
|
|
Handle<Object> Debugger::MakeJSObject(Vector<const char> constructor_name,
|
|
int argc, Object*** argv,
|
|
bool* caught_exception) {
|
|
ASSERT(Top::context() == *Debug::debug_context());
|
|
|
|
// Create the execution state object.
|
|
Handle<String> constructor_str = Factory::LookupSymbol(constructor_name);
|
|
Handle<Object> constructor(Top::global()->GetProperty(*constructor_str));
|
|
ASSERT(constructor->IsJSFunction());
|
|
if (!constructor->IsJSFunction()) {
|
|
*caught_exception = true;
|
|
return Factory::undefined_value();
|
|
}
|
|
Handle<Object> js_object = Execution::TryCall(
|
|
Handle<JSFunction>::cast(constructor),
|
|
Handle<JSObject>(Debug::debug_context()->global()), argc, argv,
|
|
caught_exception);
|
|
return js_object;
|
|
}
|
|
|
|
|
|
Handle<Object> Debugger::MakeExecutionState(bool* caught_exception) {
|
|
// Create the execution state object.
|
|
Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id());
|
|
const int argc = 1;
|
|
Object** argv[argc] = { break_id.location() };
|
|
return MakeJSObject(CStrVector("MakeExecutionState"),
|
|
argc, argv, caught_exception);
|
|
}
|
|
|
|
|
|
Handle<Object> Debugger::MakeBreakEvent(Handle<Object> exec_state,
|
|
Handle<Object> break_points_hit,
|
|
bool* caught_exception) {
|
|
// Create the new break event object.
|
|
const int argc = 2;
|
|
Object** argv[argc] = { exec_state.location(),
|
|
break_points_hit.location() };
|
|
return MakeJSObject(CStrVector("MakeBreakEvent"),
|
|
argc,
|
|
argv,
|
|
caught_exception);
|
|
}
|
|
|
|
|
|
Handle<Object> Debugger::MakeExceptionEvent(Handle<Object> exec_state,
|
|
Handle<Object> exception,
|
|
bool uncaught,
|
|
bool* caught_exception) {
|
|
// Create the new exception event object.
|
|
const int argc = 3;
|
|
Object** argv[argc] = { exec_state.location(),
|
|
exception.location(),
|
|
uncaught ? Factory::true_value().location() :
|
|
Factory::false_value().location()};
|
|
return MakeJSObject(CStrVector("MakeExceptionEvent"),
|
|
argc, argv, caught_exception);
|
|
}
|
|
|
|
|
|
Handle<Object> Debugger::MakeNewFunctionEvent(Handle<Object> function,
|
|
bool* caught_exception) {
|
|
// Create the new function event object.
|
|
const int argc = 1;
|
|
Object** argv[argc] = { function.location() };
|
|
return MakeJSObject(CStrVector("MakeNewFunctionEvent"),
|
|
argc, argv, caught_exception);
|
|
}
|
|
|
|
|
|
Handle<Object> Debugger::MakeCompileEvent(Handle<Script> script,
|
|
bool before,
|
|
bool* caught_exception) {
|
|
// Create the compile event object.
|
|
Handle<Object> exec_state = MakeExecutionState(caught_exception);
|
|
Handle<Object> script_wrapper = GetScriptWrapper(script);
|
|
const int argc = 3;
|
|
Object** argv[argc] = { exec_state.location(),
|
|
script_wrapper.location(),
|
|
before ? Factory::true_value().location() :
|
|
Factory::false_value().location() };
|
|
|
|
return MakeJSObject(CStrVector("MakeCompileEvent"),
|
|
argc,
|
|
argv,
|
|
caught_exception);
|
|
}
|
|
|
|
|
|
void Debugger::OnException(Handle<Object> exception, bool uncaught) {
|
|
HandleScope scope;
|
|
|
|
// Bail out based on state or if there is no listener for this event
|
|
if (Debug::InDebugger()) return;
|
|
if (!Debugger::EventActive(v8::Exception)) return;
|
|
|
|
// Bail out if exception breaks are not active
|
|
if (uncaught) {
|
|
// Uncaught exceptions are reported by either flags.
|
|
if (!(Debug::break_on_uncaught_exception() ||
|
|
Debug::break_on_exception())) return;
|
|
} else {
|
|
// Caught exceptions are reported is activated.
|
|
if (!Debug::break_on_exception()) return;
|
|
}
|
|
|
|
// Enter the debugger.
|
|
EnterDebugger debugger;
|
|
if (debugger.FailedToEnter()) return;
|
|
|
|
// Clear all current stepping setup.
|
|
Debug::ClearStepping();
|
|
// Create the event data object.
|
|
bool caught_exception = false;
|
|
Handle<Object> exec_state = MakeExecutionState(&caught_exception);
|
|
Handle<Object> event_data;
|
|
if (!caught_exception) {
|
|
event_data = MakeExceptionEvent(exec_state, exception, uncaught,
|
|
&caught_exception);
|
|
}
|
|
// Bail out and don't call debugger if exception.
|
|
if (caught_exception) {
|
|
return;
|
|
}
|
|
|
|
// Process debug event
|
|
ProcessDebugEvent(v8::Exception, event_data, false);
|
|
// Return to continue execution from where the exception was thrown.
|
|
}
|
|
|
|
|
|
void Debugger::OnDebugBreak(Handle<Object> break_points_hit,
|
|
bool auto_continue) {
|
|
HandleScope scope;
|
|
|
|
// Debugger has already been entered by caller.
|
|
ASSERT(Top::context() == *Debug::debug_context());
|
|
|
|
// Bail out if there is no listener for this event
|
|
if (!Debugger::EventActive(v8::Break)) return;
|
|
|
|
// Debugger must be entered in advance.
|
|
ASSERT(Top::context() == *Debug::debug_context());
|
|
|
|
// Create the event data object.
|
|
bool caught_exception = false;
|
|
Handle<Object> exec_state = MakeExecutionState(&caught_exception);
|
|
Handle<Object> event_data;
|
|
if (!caught_exception) {
|
|
event_data = MakeBreakEvent(exec_state, break_points_hit,
|
|
&caught_exception);
|
|
}
|
|
// Bail out and don't call debugger if exception.
|
|
if (caught_exception) {
|
|
return;
|
|
}
|
|
|
|
// Process debug event
|
|
ProcessDebugEvent(v8::Break, event_data, auto_continue);
|
|
}
|
|
|
|
|
|
void Debugger::OnBeforeCompile(Handle<Script> script) {
|
|
HandleScope scope;
|
|
|
|
// Bail out based on state or if there is no listener for this event
|
|
if (Debug::InDebugger()) return;
|
|
if (compiling_natives()) return;
|
|
if (!EventActive(v8::BeforeCompile)) return;
|
|
|
|
// Enter the debugger.
|
|
EnterDebugger debugger;
|
|
if (debugger.FailedToEnter()) return;
|
|
|
|
// Create the event data object.
|
|
bool caught_exception = false;
|
|
Handle<Object> event_data = MakeCompileEvent(script, true, &caught_exception);
|
|
// Bail out and don't call debugger if exception.
|
|
if (caught_exception) {
|
|
return;
|
|
}
|
|
|
|
// Process debug event
|
|
ProcessDebugEvent(v8::BeforeCompile, event_data, false);
|
|
}
|
|
|
|
|
|
// Handle debugger actions when a new script is compiled.
|
|
void Debugger::OnAfterCompile(Handle<Script> script, Handle<JSFunction> fun) {
|
|
HandleScope scope;
|
|
|
|
// No compile events while compiling natives.
|
|
if (compiling_natives()) return;
|
|
|
|
// No more to do if not debugging.
|
|
if (!IsDebuggerActive()) return;
|
|
|
|
// Store whether in debugger before entering debugger.
|
|
bool in_debugger = Debug::InDebugger();
|
|
|
|
// Enter the debugger.
|
|
EnterDebugger debugger;
|
|
if (debugger.FailedToEnter()) return;
|
|
|
|
// If debugging there might be script break points registered for this
|
|
// script. Make sure that these break points are set.
|
|
|
|
// Get the function UpdateScriptBreakPoints (defined in debug-delay.js).
|
|
Handle<Object> update_script_break_points =
|
|
Handle<Object>(Debug::debug_context()->global()->GetProperty(
|
|
*Factory::LookupAsciiSymbol("UpdateScriptBreakPoints")));
|
|
if (!update_script_break_points->IsJSFunction()) {
|
|
return;
|
|
}
|
|
ASSERT(update_script_break_points->IsJSFunction());
|
|
|
|
// Wrap the script object in a proper JS object before passing it
|
|
// to JavaScript.
|
|
Handle<JSValue> wrapper = GetScriptWrapper(script);
|
|
|
|
// Call UpdateScriptBreakPoints expect no exceptions.
|
|
bool caught_exception = false;
|
|
const int argc = 1;
|
|
Object** argv[argc] = { reinterpret_cast<Object**>(wrapper.location()) };
|
|
Handle<Object> result = Execution::TryCall(
|
|
Handle<JSFunction>::cast(update_script_break_points),
|
|
Top::builtins(), argc, argv,
|
|
&caught_exception);
|
|
if (caught_exception) {
|
|
return;
|
|
}
|
|
// Bail out based on state or if there is no listener for this event
|
|
if (in_debugger) return;
|
|
if (!Debugger::EventActive(v8::AfterCompile)) return;
|
|
|
|
// Create the compile state object.
|
|
Handle<Object> event_data = MakeCompileEvent(script,
|
|
false,
|
|
&caught_exception);
|
|
// Bail out and don't call debugger if exception.
|
|
if (caught_exception) {
|
|
return;
|
|
}
|
|
// Process debug event
|
|
ProcessDebugEvent(v8::AfterCompile, event_data, false);
|
|
}
|
|
|
|
|
|
void Debugger::OnNewFunction(Handle<JSFunction> function) {
|
|
return;
|
|
HandleScope scope;
|
|
|
|
// Bail out based on state or if there is no listener for this event
|
|
if (Debug::InDebugger()) return;
|
|
if (compiling_natives()) return;
|
|
if (!Debugger::EventActive(v8::NewFunction)) return;
|
|
|
|
// Enter the debugger.
|
|
EnterDebugger debugger;
|
|
if (debugger.FailedToEnter()) return;
|
|
|
|
// Create the event object.
|
|
bool caught_exception = false;
|
|
Handle<Object> event_data = MakeNewFunctionEvent(function, &caught_exception);
|
|
// Bail out and don't call debugger if exception.
|
|
if (caught_exception) {
|
|
return;
|
|
}
|
|
// Process debug event.
|
|
ProcessDebugEvent(v8::NewFunction, event_data, false);
|
|
}
|
|
|
|
|
|
void Debugger::ProcessDebugEvent(v8::DebugEvent event,
|
|
Handle<Object> event_data,
|
|
bool auto_continue) {
|
|
HandleScope scope;
|
|
|
|
// Create the execution state.
|
|
bool caught_exception = false;
|
|
Handle<Object> exec_state = MakeExecutionState(&caught_exception);
|
|
if (caught_exception) {
|
|
return;
|
|
}
|
|
// First notify the message handler if any.
|
|
if (message_handler_ != NULL) {
|
|
NotifyMessageHandler(event, exec_state, event_data, auto_continue);
|
|
}
|
|
// Notify registered debug event listener. This can be either a C or a
|
|
// JavaScript function.
|
|
if (!event_listener_.is_null()) {
|
|
if (event_listener_->IsProxy()) {
|
|
// C debug event listener.
|
|
Handle<Proxy> callback_obj(Handle<Proxy>::cast(event_listener_));
|
|
v8::Debug::EventCallback callback =
|
|
FUNCTION_CAST<v8::Debug::EventCallback>(callback_obj->proxy());
|
|
callback(event,
|
|
v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state)),
|
|
v8::Utils::ToLocal(Handle<JSObject>::cast(event_data)),
|
|
v8::Utils::ToLocal(Handle<Object>::cast(event_listener_data_)));
|
|
} else {
|
|
// JavaScript debug event listener.
|
|
ASSERT(event_listener_->IsJSFunction());
|
|
Handle<JSFunction> fun(Handle<JSFunction>::cast(event_listener_));
|
|
|
|
// Invoke the JavaScript debug event listener.
|
|
const int argc = 4;
|
|
Object** argv[argc] = { Handle<Object>(Smi::FromInt(event)).location(),
|
|
exec_state.location(),
|
|
event_data.location(),
|
|
event_listener_data_.location() };
|
|
Handle<Object> result = Execution::TryCall(fun, Top::global(),
|
|
argc, argv, &caught_exception);
|
|
if (caught_exception) {
|
|
// Silently ignore exceptions from debug event listeners.
|
|
}
|
|
}
|
|
}
|
|
|
|
// Clear the mirror cache.
|
|
Debug::ClearMirrorCache();
|
|
}
|
|
|
|
|
|
void Debugger::UnloadDebugger() {
|
|
// Make sure that there are no breakpoints left.
|
|
Debug::ClearAllBreakPoints();
|
|
|
|
// Unload the debugger if feasible.
|
|
if (!never_unload_debugger_) {
|
|
Debug::Unload();
|
|
}
|
|
|
|
// Clear the flag indicating that the message handler was recently cleared.
|
|
message_handler_cleared_ = false;
|
|
}
|
|
|
|
|
|
void Debugger::NotifyMessageHandler(v8::DebugEvent event,
|
|
Handle<Object> exec_state,
|
|
Handle<Object> event_data,
|
|
bool auto_continue) {
|
|
HandleScope scope;
|
|
|
|
if (!Debug::Load()) return;
|
|
|
|
// Process the individual events.
|
|
bool interactive = false;
|
|
switch (event) {
|
|
case v8::Break:
|
|
interactive = true; // Break event is always interactive
|
|
break;
|
|
case v8::Exception:
|
|
interactive = true; // Exception event is always interactive
|
|
break;
|
|
case v8::BeforeCompile:
|
|
break;
|
|
case v8::AfterCompile:
|
|
break;
|
|
case v8::NewFunction:
|
|
break;
|
|
default:
|
|
UNREACHABLE();
|
|
}
|
|
|
|
// Done if not interactive.
|
|
if (!interactive) return;
|
|
|
|
// Get the DebugCommandProcessor.
|
|
v8::Local<v8::Object> api_exec_state =
|
|
v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state));
|
|
v8::Local<v8::String> fun_name =
|
|
v8::String::New("debugCommandProcessor");
|
|
v8::Local<v8::Function> fun =
|
|
v8::Function::Cast(*api_exec_state->Get(fun_name));
|
|
v8::TryCatch try_catch;
|
|
v8::Local<v8::Object> cmd_processor =
|
|
v8::Object::Cast(*fun->Call(api_exec_state, 0, NULL));
|
|
if (try_catch.HasCaught()) {
|
|
PrintLn(try_catch.Exception());
|
|
return;
|
|
}
|
|
|
|
// Notify the debugger that a debug event has occurred unless auto continue is
|
|
// active in which case no event is send.
|
|
if (!auto_continue) {
|
|
bool success = SendEventMessage(event_data);
|
|
if (!success) {
|
|
// If failed to notify debugger just continue running.
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Process requests from the debugger.
|
|
while (true) {
|
|
// Wait for new command in the queue.
|
|
if (Debugger::host_dispatch_handler_) {
|
|
// In case there is a host dispatch - do periodic dispatches.
|
|
if (!command_received_->Wait(host_dispatch_micros_)) {
|
|
// Timout expired, do the dispatch.
|
|
Debugger::host_dispatch_handler_();
|
|
continue;
|
|
}
|
|
} else {
|
|
// In case there is no host dispatch - just wait.
|
|
command_received_->Wait();
|
|
}
|
|
|
|
// The debug command interrupt flag might have been set when the command was
|
|
// added.
|
|
StackGuard::Continue(DEBUGCOMMAND);
|
|
|
|
// Get the command from the queue.
|
|
Message command = command_queue_.Get();
|
|
Logger::DebugTag("Got request from command queue, in interactive loop.");
|
|
if (!Debugger::IsDebuggerActive()) {
|
|
// Delete command text and user data.
|
|
command.Dispose();
|
|
return;
|
|
}
|
|
|
|
// Invoke JavaScript to process the debug request.
|
|
v8::Local<v8::String> fun_name;
|
|
v8::Local<v8::Function> fun;
|
|
v8::Local<v8::Value> request;
|
|
v8::TryCatch try_catch;
|
|
fun_name = v8::String::New("processDebugRequest");
|
|
fun = v8::Function::Cast(*cmd_processor->Get(fun_name));
|
|
|
|
request = v8::String::New(command.text().start(),
|
|
command.text().length());
|
|
command.text().Dispose();
|
|
static const int kArgc = 1;
|
|
v8::Handle<Value> argv[kArgc] = { request };
|
|
v8::Local<v8::Value> response_val = fun->Call(cmd_processor, kArgc, argv);
|
|
|
|
// Get the response.
|
|
v8::Local<v8::String> response;
|
|
bool running = false;
|
|
if (!try_catch.HasCaught()) {
|
|
// Get response string.
|
|
if (!response_val->IsUndefined()) {
|
|
response = v8::String::Cast(*response_val);
|
|
} else {
|
|
response = v8::String::New("");
|
|
}
|
|
|
|
// Log the JSON request/response.
|
|
if (FLAG_trace_debug_json) {
|
|
PrintLn(request);
|
|
PrintLn(response);
|
|
}
|
|
|
|
// Get the running state.
|
|
fun_name = v8::String::New("isRunning");
|
|
fun = v8::Function::Cast(*cmd_processor->Get(fun_name));
|
|
static const int kArgc = 1;
|
|
v8::Handle<Value> argv[kArgc] = { response };
|
|
v8::Local<v8::Value> running_val = fun->Call(cmd_processor, kArgc, argv);
|
|
if (!try_catch.HasCaught()) {
|
|
running = running_val->ToBoolean()->Value();
|
|
}
|
|
} else {
|
|
// In case of failure the result text is the exception text.
|
|
response = try_catch.Exception()->ToString();
|
|
}
|
|
|
|
// Return the result.
|
|
SendMessage(Message::NewOutput(response, command.client_data()));
|
|
|
|
// Return from debug event processing if either the VM is put into the
|
|
// runnning state (through a continue command) or auto continue is active
|
|
// and there are no more commands queued.
|
|
if (running || (auto_continue && !HasCommands())) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Debugger::SetEventListener(Handle<Object> callback,
|
|
Handle<Object> data) {
|
|
HandleScope scope;
|
|
|
|
// Clear the global handles for the event listener and the event listener data
|
|
// object.
|
|
if (!event_listener_.is_null()) {
|
|
GlobalHandles::Destroy(
|
|
reinterpret_cast<Object**>(event_listener_.location()));
|
|
event_listener_ = Handle<Object>();
|
|
}
|
|
if (!event_listener_data_.is_null()) {
|
|
GlobalHandles::Destroy(
|
|
reinterpret_cast<Object**>(event_listener_data_.location()));
|
|
event_listener_data_ = Handle<Object>();
|
|
}
|
|
|
|
// If there is a new debug event listener register it together with its data
|
|
// object.
|
|
if (!callback->IsUndefined() && !callback->IsNull()) {
|
|
event_listener_ = Handle<Object>::cast(GlobalHandles::Create(*callback));
|
|
if (data.is_null()) {
|
|
data = Factory::undefined_value();
|
|
}
|
|
event_listener_data_ = Handle<Object>::cast(GlobalHandles::Create(*data));
|
|
}
|
|
|
|
// Unload the debugger if event listener cleared.
|
|
if (callback->IsUndefined()) {
|
|
UnloadDebugger();
|
|
}
|
|
}
|
|
|
|
|
|
void Debugger::SetMessageHandler(v8::Debug::MessageHandler handler,
|
|
bool message_handler_thread) {
|
|
ScopedLock with(debugger_access_);
|
|
|
|
message_handler_ = handler;
|
|
if (handler != NULL) {
|
|
if (!message_thread_ && message_handler_thread) {
|
|
message_thread_ = new DebugMessageThread();
|
|
message_thread_->Start();
|
|
}
|
|
} else {
|
|
// Indicate that the message handler was recently cleared.
|
|
message_handler_cleared_ = true;
|
|
|
|
// Send an empty command to the debugger if in a break to make JavaScript
|
|
// run again if the debugger is closed.
|
|
if (Debug::InDebugger()) {
|
|
ProcessCommand(Vector<const uint16_t>::empty());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Debugger::SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler,
|
|
int period) {
|
|
host_dispatch_handler_ = handler;
|
|
host_dispatch_micros_ = period * 1000;
|
|
}
|
|
|
|
|
|
// Calls the registered debug message handler. This callback is part of the
|
|
// public API. Messages are kept internally as Vector<uint16_t> strings, which
|
|
// are allocated in various places and deallocated by the calling function
|
|
// sometime after this call.
|
|
void Debugger::InvokeMessageHandler(Message message) {
|
|
ScopedLock with(debugger_access_);
|
|
|
|
if (message_handler_ != NULL) {
|
|
message_handler_(message.text().start(),
|
|
message.text().length(),
|
|
message.client_data());
|
|
}
|
|
message.Dispose();
|
|
}
|
|
|
|
|
|
void Debugger::SendMessage(Message message) {
|
|
if (message_thread_ == NULL) {
|
|
// If there is no message thread just invoke the message handler from the
|
|
// V8 thread.
|
|
InvokeMessageHandler(message);
|
|
} else {
|
|
// Put the message coming from V8 on the queue. The text and user data will
|
|
// be destroyed by the message thread.
|
|
Logger::DebugTag("Put message on event message_queue.");
|
|
message_queue_.Put(message);
|
|
message_received_->Signal();
|
|
}
|
|
}
|
|
|
|
|
|
bool Debugger::SendEventMessage(Handle<Object> event_data) {
|
|
v8::HandleScope scope;
|
|
// Call toJSONProtocol on the debug event object.
|
|
v8::Local<v8::Object> api_event_data =
|
|
v8::Utils::ToLocal(Handle<JSObject>::cast(event_data));
|
|
v8::Local<v8::String> fun_name = v8::String::New("toJSONProtocol");
|
|
v8::Local<v8::Function> fun =
|
|
v8::Function::Cast(*api_event_data->Get(fun_name));
|
|
v8::TryCatch try_catch;
|
|
v8::Local<v8::Value> json_event = *fun->Call(api_event_data, 0, NULL);
|
|
v8::Local<v8::String> json_event_string;
|
|
if (!try_catch.HasCaught()) {
|
|
if (!json_event->IsUndefined()) {
|
|
json_event_string = json_event->ToString();
|
|
if (FLAG_trace_debug_json) {
|
|
PrintLn(json_event_string);
|
|
}
|
|
SendMessage(Message::NewOutput(
|
|
json_event_string,
|
|
NULL /* no user data since there was no request */));
|
|
} else {
|
|
SendMessage(Message::NewEmptyMessage());
|
|
}
|
|
} else {
|
|
PrintLn(try_catch.Exception());
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
// Puts a command coming from the public API on the queue. Creates
|
|
// a copy of the command string managed by the debugger. Up to this
|
|
// point, the command data was managed by the API client. Called
|
|
// by the API client thread. This is where the API client hands off
|
|
// processing of the command to the DebugMessageThread thread.
|
|
// The new copy of the command is destroyed in HandleCommand().
|
|
void Debugger::ProcessCommand(Vector<const uint16_t> command,
|
|
v8::Debug::ClientData* client_data) {
|
|
// Need to cast away const.
|
|
Message message = Message::NewCommand(
|
|
Vector<uint16_t>(const_cast<uint16_t*>(command.start()),
|
|
command.length()),
|
|
client_data);
|
|
Logger::DebugTag("Put command on command_queue.");
|
|
command_queue_.Put(message);
|
|
command_received_->Signal();
|
|
|
|
// Set the debug command break flag to have the command processed.
|
|
if (!Debug::InDebugger()) {
|
|
StackGuard::DebugCommand();
|
|
}
|
|
}
|
|
|
|
|
|
bool Debugger::HasCommands() {
|
|
return !command_queue_.IsEmpty();
|
|
}
|
|
|
|
|
|
bool Debugger::IsDebuggerActive() {
|
|
ScopedLock with(debugger_access_);
|
|
|
|
return message_handler_ != NULL || !event_listener_.is_null();
|
|
}
|
|
|
|
|
|
Handle<Object> Debugger::Call(Handle<JSFunction> fun,
|
|
Handle<Object> data,
|
|
bool* pending_exception) {
|
|
// When calling functions in the debugger prevent it from beeing unloaded.
|
|
Debugger::never_unload_debugger_ = true;
|
|
|
|
// Enter the debugger.
|
|
EnterDebugger debugger;
|
|
if (debugger.FailedToEnter() || !debugger.HasJavaScriptFrames()) {
|
|
return Factory::undefined_value();
|
|
}
|
|
|
|
// Create the execution state.
|
|
bool caught_exception = false;
|
|
Handle<Object> exec_state = MakeExecutionState(&caught_exception);
|
|
if (caught_exception) {
|
|
return Factory::undefined_value();
|
|
}
|
|
|
|
static const int kArgc = 2;
|
|
Object** argv[kArgc] = { exec_state.location(), data.location() };
|
|
Handle<Object> result = Execution::Call(fun, Factory::undefined_value(),
|
|
kArgc, argv, pending_exception);
|
|
return result;
|
|
}
|
|
|
|
|
|
bool Debugger::StartAgent(const char* name, int port) {
|
|
if (Socket::Setup()) {
|
|
agent_ = new DebuggerAgent(name, port);
|
|
agent_->Start();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void Debugger::StopAgent() {
|
|
if (agent_ != NULL) {
|
|
agent_->Shutdown();
|
|
agent_->Join();
|
|
delete agent_;
|
|
agent_ = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
void Debugger::TearDown() {
|
|
if (message_thread_ != NULL) {
|
|
message_thread_->Stop();
|
|
delete message_thread_;
|
|
message_thread_ = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
void DebugMessageThread::Run() {
|
|
// Sends debug events to an installed debugger message callback.
|
|
while (keep_running_) {
|
|
// Wait and Get are paired so that semaphore count equals queue length.
|
|
Debugger::message_received_->Wait();
|
|
Logger::DebugTag("Get message from event message_queue.");
|
|
Message message = Debugger::message_queue_.Get();
|
|
if (message.text().length() > 0) {
|
|
Debugger::InvokeMessageHandler(message);
|
|
} else {
|
|
message.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DebugMessageThread::Stop() {
|
|
keep_running_ = false;
|
|
Debugger::SendMessage(Message::NewEmptyMessage());
|
|
Join();
|
|
}
|
|
|
|
|
|
Message::Message() : text_(Vector<uint16_t>::empty()),
|
|
client_data_(NULL) {
|
|
}
|
|
|
|
|
|
Message::Message(const Vector<uint16_t>& text,
|
|
v8::Debug::ClientData* data)
|
|
: text_(text),
|
|
client_data_(data) {
|
|
}
|
|
|
|
|
|
Message::~Message() {
|
|
}
|
|
|
|
|
|
void Message::Dispose() {
|
|
text_.Dispose();
|
|
delete client_data_;
|
|
client_data_ = NULL;
|
|
}
|
|
|
|
|
|
Message Message::NewCommand(const Vector<uint16_t>& command,
|
|
v8::Debug::ClientData* data) {
|
|
return Message(command.Clone(), data);
|
|
}
|
|
|
|
|
|
Message Message::NewOutput(v8::Handle<v8::String> output,
|
|
v8::Debug::ClientData* data) {
|
|
Vector<uint16_t> text;
|
|
if (!output.IsEmpty()) {
|
|
// Do not include trailing '\0'.
|
|
text = Vector<uint16_t>::New(output->Length());
|
|
output->Write(text.start(), 0, output->Length());
|
|
}
|
|
return Message(text, data);
|
|
}
|
|
|
|
|
|
Message Message::NewEmptyMessage() {
|
|
return Message();
|
|
}
|
|
|
|
|
|
MessageQueue::MessageQueue(int size) : start_(0), end_(0), size_(size) {
|
|
messages_ = NewArray<Message>(size);
|
|
}
|
|
|
|
|
|
MessageQueue::~MessageQueue() {
|
|
while (!IsEmpty()) {
|
|
Message m = Get();
|
|
m.Dispose();
|
|
}
|
|
DeleteArray(messages_);
|
|
}
|
|
|
|
|
|
Message MessageQueue::Get() {
|
|
ASSERT(!IsEmpty());
|
|
int result = start_;
|
|
start_ = (start_ + 1) % size_;
|
|
return messages_[result];
|
|
}
|
|
|
|
|
|
void MessageQueue::Put(const Message& message) {
|
|
if ((end_ + 1) % size_ == start_) {
|
|
Expand();
|
|
}
|
|
messages_[end_] = message;
|
|
end_ = (end_ + 1) % size_;
|
|
}
|
|
|
|
|
|
void MessageQueue::Expand() {
|
|
MessageQueue new_queue(size_ * 2);
|
|
while (!IsEmpty()) {
|
|
new_queue.Put(Get());
|
|
}
|
|
Message* array_to_free = messages_;
|
|
*this = new_queue;
|
|
new_queue.messages_ = array_to_free;
|
|
// Make the new_queue empty so that it doesn't call Dispose on any messages.
|
|
new_queue.start_ = new_queue.end_;
|
|
// Automatic destructor called on new_queue, freeing array_to_free.
|
|
}
|
|
|
|
|
|
LockingMessageQueue::LockingMessageQueue(int size) : queue_(size) {
|
|
lock_ = OS::CreateMutex();
|
|
}
|
|
|
|
|
|
LockingMessageQueue::~LockingMessageQueue() {
|
|
delete lock_;
|
|
}
|
|
|
|
|
|
bool LockingMessageQueue::IsEmpty() const {
|
|
ScopedLock sl(lock_);
|
|
return queue_.IsEmpty();
|
|
}
|
|
|
|
|
|
Message LockingMessageQueue::Get() {
|
|
ScopedLock sl(lock_);
|
|
Message result = queue_.Get();
|
|
Logger::DebugEvent("Get", result.text());
|
|
return result;
|
|
}
|
|
|
|
|
|
void LockingMessageQueue::Put(const Message& message) {
|
|
ScopedLock sl(lock_);
|
|
queue_.Put(message);
|
|
Logger::DebugEvent("Put", message.text());
|
|
}
|
|
|
|
|
|
void LockingMessageQueue::Clear() {
|
|
ScopedLock sl(lock_);
|
|
queue_.Clear();
|
|
}
|
|
|
|
#endif // ENABLE_DEBUGGER_SUPPORT
|
|
|
|
} } // namespace v8::internal
|