v8/src/debug.cc
yangguo@chromium.org f38b4bef9e Entering debugger scope should not make debugger active.
The motivation is that by only entering the debugger scope to call into
the debug context should not cause code to be compiled for debugging.

R=ulan@chromium.org

Review URL: https://codereview.chromium.org/306563002

git-svn-id: https://v8.googlecode.com/svn/branches/bleeding_edge@21645 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2014-06-03 14:33:07 +00:00

3416 lines
116 KiB
C++

// Copyright 2012 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "src/v8.h"
#include "src/api.h"
#include "src/arguments.h"
#include "src/bootstrapper.h"
#include "src/code-stubs.h"
#include "src/codegen.h"
#include "src/compilation-cache.h"
#include "src/compiler.h"
#include "src/debug.h"
#include "src/deoptimizer.h"
#include "src/execution.h"
#include "src/full-codegen.h"
#include "src/global-handles.h"
#include "src/ic.h"
#include "src/ic-inl.h"
#include "src/isolate-inl.h"
#include "src/list.h"
#include "src/messages.h"
#include "src/natives.h"
#include "src/stub-cache.h"
#include "src/log.h"
#include "include/v8-debug.h"
namespace v8 {
namespace internal {
Debug::Debug(Isolate* isolate)
: debug_context_(Handle<Context>()),
event_listener_(Handle<Object>()),
event_listener_data_(Handle<Object>()),
message_handler_(NULL),
command_received_(0),
command_queue_(isolate->logger(), kQueueInitialSize),
event_command_queue_(isolate->logger(), kQueueInitialSize),
is_active_(false),
is_suppressed_(false),
live_edit_enabled_(true), // TODO(yangguo): set to false by default.
has_break_points_(false),
break_disabled_(false),
break_on_exception_(false),
break_on_uncaught_exception_(false),
script_cache_(NULL),
debug_info_list_(NULL),
isolate_(isolate) {
ThreadInit();
}
static v8::Handle<v8::Context> GetDebugEventContext(Isolate* isolate) {
Handle<Context> context = isolate->debug()->debugger_entry()->GetContext();
// Isolate::context() may have been NULL when "script collected" event
// occured.
if (context.is_null()) return v8::Local<v8::Context>();
Handle<Context> native_context(context->native_context());
return v8::Utils::ToLocal(native_context);
}
BreakLocationIterator::BreakLocationIterator(Handle<DebugInfo> debug_info,
BreakLocatorType type) {
debug_info_ = debug_info;
type_ = type;
reloc_iterator_ = NULL;
reloc_iterator_original_ = NULL;
Reset(); // Initialize the rest of the member variables.
}
BreakLocationIterator::~BreakLocationIterator() {
ASSERT(reloc_iterator_ != NULL);
ASSERT(reloc_iterator_original_ != NULL);
delete reloc_iterator_;
delete reloc_iterator_original_;
}
// Check whether a code stub with the specified major key is a possible break
// point location when looking for source break locations.
static bool IsSourceBreakStub(Code* code) {
CodeStub::Major major_key = CodeStub::GetMajorKey(code);
return major_key == CodeStub::CallFunction;
}
// Check whether a code stub with the specified major key is a possible break
// location.
static bool IsBreakStub(Code* code) {
CodeStub::Major major_key = CodeStub::GetMajorKey(code);
return major_key == CodeStub::CallFunction;
}
void BreakLocationIterator::Next() {
DisallowHeapAllocation no_gc;
ASSERT(!RinfoDone());
// Iterate through reloc info for code and original code stopping at each
// breakable code target.
bool first = break_point_ == -1;
while (!RinfoDone()) {
if (!first) RinfoNext();
first = false;
if (RinfoDone()) return;
// Whenever a statement position or (plain) position is passed update the
// current value of these.
if (RelocInfo::IsPosition(rmode())) {
if (RelocInfo::IsStatementPosition(rmode())) {
statement_position_ = static_cast<int>(
rinfo()->data() - debug_info_->shared()->start_position());
}
// Always update the position as we don't want that to be before the
// statement position.
position_ = static_cast<int>(
rinfo()->data() - debug_info_->shared()->start_position());
ASSERT(position_ >= 0);
ASSERT(statement_position_ >= 0);
}
if (IsDebugBreakSlot()) {
// There is always a possible break point at a debug break slot.
break_point_++;
return;
} else if (RelocInfo::IsCodeTarget(rmode())) {
// Check for breakable code target. Look in the original code as setting
// break points can cause the code targets in the running (debugged) code
// to be of a different kind than in the original code.
Address target = original_rinfo()->target_address();
Code* code = Code::GetCodeFromTargetAddress(target);
if ((code->is_inline_cache_stub() &&
!code->is_binary_op_stub() &&
!code->is_compare_ic_stub() &&
!code->is_to_boolean_ic_stub()) ||
RelocInfo::IsConstructCall(rmode())) {
break_point_++;
return;
}
if (code->kind() == Code::STUB) {
if (IsDebuggerStatement()) {
break_point_++;
return;
} else if (type_ == ALL_BREAK_LOCATIONS) {
if (IsBreakStub(code)) {
break_point_++;
return;
}
} else {
ASSERT(type_ == SOURCE_BREAK_LOCATIONS);
if (IsSourceBreakStub(code)) {
break_point_++;
return;
}
}
}
}
// Check for break at return.
if (RelocInfo::IsJSReturn(rmode())) {
// Set the positions to the end of the function.
if (debug_info_->shared()->HasSourceCode()) {
position_ = debug_info_->shared()->end_position() -
debug_info_->shared()->start_position() - 1;
} else {
position_ = 0;
}
statement_position_ = position_;
break_point_++;
return;
}
}
}
void BreakLocationIterator::Next(int count) {
while (count > 0) {
Next();
count--;
}
}
// Find the break point at the supplied address, or the closest one before
// the address.
void BreakLocationIterator::FindBreakLocationFromAddress(Address pc) {
// Run through all break points to locate the one closest to the address.
int closest_break_point = 0;
int distance = kMaxInt;
while (!Done()) {
// Check if this break point is closer that what was previously found.
if (this->pc() <= pc && pc - this->pc() < distance) {
closest_break_point = break_point();
distance = static_cast<int>(pc - this->pc());
// Check whether we can't get any closer.
if (distance == 0) break;
}
Next();
}
// Move to the break point found.
Reset();
Next(closest_break_point);
}
// Find the break point closest to the supplied source position.
void BreakLocationIterator::FindBreakLocationFromPosition(int position,
BreakPositionAlignment alignment) {
// Run through all break points to locate the one closest to the source
// position.
int closest_break_point = 0;
int distance = kMaxInt;
while (!Done()) {
int next_position;
switch (alignment) {
case STATEMENT_ALIGNED:
next_position = this->statement_position();
break;
case BREAK_POSITION_ALIGNED:
next_position = this->position();
break;
default:
UNREACHABLE();
next_position = this->statement_position();
}
// Check if this break point is closer that what was previously found.
if (position <= next_position && next_position - position < distance) {
closest_break_point = break_point();
distance = next_position - position;
// Check whether we can't get any closer.
if (distance == 0) break;
}
Next();
}
// Move to the break point found.
Reset();
Next(closest_break_point);
}
void BreakLocationIterator::Reset() {
// Create relocation iterators for the two code objects.
if (reloc_iterator_ != NULL) delete reloc_iterator_;
if (reloc_iterator_original_ != NULL) delete reloc_iterator_original_;
reloc_iterator_ = new RelocIterator(
debug_info_->code(),
~RelocInfo::ModeMask(RelocInfo::CODE_AGE_SEQUENCE));
reloc_iterator_original_ = new RelocIterator(
debug_info_->original_code(),
~RelocInfo::ModeMask(RelocInfo::CODE_AGE_SEQUENCE));
// Position at the first break point.
break_point_ = -1;
position_ = 1;
statement_position_ = 1;
Next();
}
bool BreakLocationIterator::Done() const {
return RinfoDone();
}
void BreakLocationIterator::SetBreakPoint(Handle<Object> break_point_object) {
// If there is not already a real break point here patch code with debug
// break.
if (!HasBreakPoint()) SetDebugBreak();
ASSERT(IsDebugBreak() || IsDebuggerStatement());
// Set the break point information.
DebugInfo::SetBreakPoint(debug_info_, code_position(),
position(), statement_position(),
break_point_object);
}
void BreakLocationIterator::ClearBreakPoint(Handle<Object> break_point_object) {
// Clear the break point information.
DebugInfo::ClearBreakPoint(debug_info_, code_position(), break_point_object);
// If there are no more break points here remove the debug break.
if (!HasBreakPoint()) {
ClearDebugBreak();
ASSERT(!IsDebugBreak());
}
}
void BreakLocationIterator::SetOneShot() {
// Debugger statement always calls debugger. No need to modify it.
if (IsDebuggerStatement()) return;
// If there is a real break point here no more to do.
if (HasBreakPoint()) {
ASSERT(IsDebugBreak());
return;
}
// Patch code with debug break.
SetDebugBreak();
}
void BreakLocationIterator::ClearOneShot() {
// Debugger statement always calls debugger. No need to modify it.
if (IsDebuggerStatement()) return;
// If there is a real break point here no more to do.
if (HasBreakPoint()) {
ASSERT(IsDebugBreak());
return;
}
// Patch code removing debug break.
ClearDebugBreak();
ASSERT(!IsDebugBreak());
}
void BreakLocationIterator::SetDebugBreak() {
// Debugger statement always calls debugger. No need to modify it.
if (IsDebuggerStatement()) return;
// If there is already a break point here just return. This might happen if
// the same code is flooded with break points twice. Flooding the same
// function twice might happen when stepping in a function with an exception
// handler as the handler and the function is the same.
if (IsDebugBreak()) return;
if (RelocInfo::IsJSReturn(rmode())) {
// Patch the frame exit code with a break point.
SetDebugBreakAtReturn();
} else if (IsDebugBreakSlot()) {
// Patch the code in the break slot.
SetDebugBreakAtSlot();
} else {
// Patch the IC call.
SetDebugBreakAtIC();
}
ASSERT(IsDebugBreak());
}
void BreakLocationIterator::ClearDebugBreak() {
// Debugger statement always calls debugger. No need to modify it.
if (IsDebuggerStatement()) return;
if (RelocInfo::IsJSReturn(rmode())) {
// Restore the frame exit code.
ClearDebugBreakAtReturn();
} else if (IsDebugBreakSlot()) {
// Restore the code in the break slot.
ClearDebugBreakAtSlot();
} else {
// Patch the IC call.
ClearDebugBreakAtIC();
}
ASSERT(!IsDebugBreak());
}
bool BreakLocationIterator::IsStepInLocation(Isolate* isolate) {
if (RelocInfo::IsConstructCall(original_rmode())) {
return true;
} else if (RelocInfo::IsCodeTarget(rmode())) {
HandleScope scope(debug_info_->GetIsolate());
Address target = original_rinfo()->target_address();
Handle<Code> target_code(Code::GetCodeFromTargetAddress(target));
if (target_code->kind() == Code::STUB) {
return target_code->major_key() == CodeStub::CallFunction;
}
return target_code->is_call_stub();
}
return false;
}
void BreakLocationIterator::PrepareStepIn(Isolate* isolate) {
#ifdef DEBUG
HandleScope scope(isolate);
// Step in can only be prepared if currently positioned on an IC call,
// construct call or CallFunction stub call.
Address target = rinfo()->target_address();
Handle<Code> target_code(Code::GetCodeFromTargetAddress(target));
// All the following stuff is needed only for assertion checks so the code
// is wrapped in ifdef.
Handle<Code> maybe_call_function_stub = target_code;
if (IsDebugBreak()) {
Address original_target = original_rinfo()->target_address();
maybe_call_function_stub =
Handle<Code>(Code::GetCodeFromTargetAddress(original_target));
}
bool is_call_function_stub =
(maybe_call_function_stub->kind() == Code::STUB &&
maybe_call_function_stub->major_key() == CodeStub::CallFunction);
// Step in through construct call requires no changes to the running code.
// Step in through getters/setters should already be prepared as well
// because caller of this function (Debug::PrepareStep) is expected to
// flood the top frame's function with one shot breakpoints.
// Step in through CallFunction stub should also be prepared by caller of
// this function (Debug::PrepareStep) which should flood target function
// with breakpoints.
ASSERT(RelocInfo::IsConstructCall(rmode()) ||
target_code->is_inline_cache_stub() ||
is_call_function_stub);
#endif
}
// Check whether the break point is at a position which will exit the function.
bool BreakLocationIterator::IsExit() const {
return (RelocInfo::IsJSReturn(rmode()));
}
bool BreakLocationIterator::HasBreakPoint() {
return debug_info_->HasBreakPoint(code_position());
}
// Check whether there is a debug break at the current position.
bool BreakLocationIterator::IsDebugBreak() {
if (RelocInfo::IsJSReturn(rmode())) {
return IsDebugBreakAtReturn();
} else if (IsDebugBreakSlot()) {
return IsDebugBreakAtSlot();
} else {
return Debug::IsDebugBreak(rinfo()->target_address());
}
}
// Find the builtin to use for invoking the debug break
static Handle<Code> DebugBreakForIC(Handle<Code> code, RelocInfo::Mode mode) {
Isolate* isolate = code->GetIsolate();
// Find the builtin debug break function matching the calling convention
// used by the call site.
if (code->is_inline_cache_stub()) {
switch (code->kind()) {
case Code::CALL_IC:
return isolate->builtins()->CallICStub_DebugBreak();
case Code::LOAD_IC:
return isolate->builtins()->LoadIC_DebugBreak();
case Code::STORE_IC:
return isolate->builtins()->StoreIC_DebugBreak();
case Code::KEYED_LOAD_IC:
return isolate->builtins()->KeyedLoadIC_DebugBreak();
case Code::KEYED_STORE_IC:
return isolate->builtins()->KeyedStoreIC_DebugBreak();
case Code::COMPARE_NIL_IC:
return isolate->builtins()->CompareNilIC_DebugBreak();
default:
UNREACHABLE();
}
}
if (RelocInfo::IsConstructCall(mode)) {
if (code->has_function_cache()) {
return isolate->builtins()->CallConstructStub_Recording_DebugBreak();
} else {
return isolate->builtins()->CallConstructStub_DebugBreak();
}
}
if (code->kind() == Code::STUB) {
ASSERT(code->major_key() == CodeStub::CallFunction);
return isolate->builtins()->CallFunctionStub_DebugBreak();
}
UNREACHABLE();
return Handle<Code>::null();
}
void BreakLocationIterator::SetDebugBreakAtIC() {
// Patch the original code with the current address as the current address
// might have changed by the inline caching since the code was copied.
original_rinfo()->set_target_address(rinfo()->target_address());
RelocInfo::Mode mode = rmode();
if (RelocInfo::IsCodeTarget(mode)) {
Address target = rinfo()->target_address();
Handle<Code> target_code(Code::GetCodeFromTargetAddress(target));
// Patch the code to invoke the builtin debug break function matching the
// calling convention used by the call site.
Handle<Code> dbgbrk_code = DebugBreakForIC(target_code, mode);
rinfo()->set_target_address(dbgbrk_code->entry());
}
}
void BreakLocationIterator::ClearDebugBreakAtIC() {
// Patch the code to the original invoke.
rinfo()->set_target_address(original_rinfo()->target_address());
}
bool BreakLocationIterator::IsDebuggerStatement() {
return RelocInfo::DEBUG_BREAK == rmode();
}
bool BreakLocationIterator::IsDebugBreakSlot() {
return RelocInfo::DEBUG_BREAK_SLOT == rmode();
}
Object* BreakLocationIterator::BreakPointObjects() {
return debug_info_->GetBreakPointObjects(code_position());
}
// Clear out all the debug break code. This is ONLY supposed to be used when
// shutting down the debugger as it will leave the break point information in
// DebugInfo even though the code is patched back to the non break point state.
void BreakLocationIterator::ClearAllDebugBreak() {
while (!Done()) {
ClearDebugBreak();
Next();
}
}
bool BreakLocationIterator::RinfoDone() const {
ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
return reloc_iterator_->done();
}
void BreakLocationIterator::RinfoNext() {
reloc_iterator_->next();
reloc_iterator_original_->next();
#ifdef DEBUG
ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
if (!reloc_iterator_->done()) {
ASSERT(rmode() == original_rmode());
}
#endif
}
// Threading support.
void Debug::ThreadInit() {
thread_local_.break_count_ = 0;
thread_local_.break_id_ = 0;
thread_local_.break_frame_id_ = StackFrame::NO_ID;
thread_local_.last_step_action_ = StepNone;
thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
thread_local_.step_count_ = 0;
thread_local_.last_fp_ = 0;
thread_local_.queued_step_count_ = 0;
thread_local_.step_into_fp_ = 0;
thread_local_.step_out_fp_ = 0;
// TODO(isolates): frames_are_dropped_?
thread_local_.debugger_entry_ = NULL;
thread_local_.restarter_frame_function_pointer_ = NULL;
thread_local_.promise_on_stack_ = NULL;
}
char* Debug::ArchiveDebug(char* storage) {
char* to = storage;
MemCopy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal));
ThreadInit();
return storage + ArchiveSpacePerThread();
}
char* Debug::RestoreDebug(char* storage) {
char* from = storage;
MemCopy(reinterpret_cast<char*>(&thread_local_), from, sizeof(ThreadLocal));
return storage + ArchiveSpacePerThread();
}
int Debug::ArchiveSpacePerThread() {
return sizeof(ThreadLocal);
}
ScriptCache::ScriptCache(Isolate* isolate) : HashMap(HashMap::PointersMatch),
isolate_(isolate),
collected_scripts_(10) {
Heap* heap = isolate_->heap();
HandleScope scope(isolate_);
// Perform two GCs to get rid of all unreferenced scripts. The first GC gets
// rid of all the cached script wrappers and the second gets rid of the
// scripts which are no longer referenced.
heap->CollectAllGarbage(Heap::kMakeHeapIterableMask, "ScriptCache");
heap->CollectAllGarbage(Heap::kMakeHeapIterableMask, "ScriptCache");
// Scan heap for Script objects.
HeapIterator iterator(heap);
DisallowHeapAllocation no_allocation;
for (HeapObject* obj = iterator.next(); obj != NULL; obj = iterator.next()) {
if (obj->IsScript() && Script::cast(obj)->HasValidSource()) {
Add(Handle<Script>(Script::cast(obj)));
}
}
}
void ScriptCache::Add(Handle<Script> script) {
GlobalHandles* global_handles = isolate_->global_handles();
// Create an entry in the hash map for the script.
int id = script->id()->value();
HashMap::Entry* entry =
HashMap::Lookup(reinterpret_cast<void*>(id), Hash(id), true);
if (entry->value != NULL) {
ASSERT(*script == *reinterpret_cast<Script**>(entry->value));
return;
}
// Globalize the script object, make it weak and use the location of the
// global handle as the value in the hash map.
Handle<Script> script_ =
Handle<Script>::cast(global_handles->Create(*script));
GlobalHandles::MakeWeak(reinterpret_cast<Object**>(script_.location()),
this,
ScriptCache::HandleWeakScript);
entry->value = script_.location();
}
Handle<FixedArray> ScriptCache::GetScripts() {
Factory* factory = isolate_->factory();
Handle<FixedArray> instances = factory->NewFixedArray(occupancy());
int count = 0;
for (HashMap::Entry* entry = Start(); entry != NULL; entry = Next(entry)) {
ASSERT(entry->value != NULL);
if (entry->value != NULL) {
instances->set(count, *reinterpret_cast<Script**>(entry->value));
count++;
}
}
return instances;
}
void ScriptCache::ProcessCollectedScripts() {
Debug* debug = isolate_->debug();
for (int i = 0; i < collected_scripts_.length(); i++) {
debug->OnScriptCollected(collected_scripts_[i]);
}
collected_scripts_.Clear();
}
void ScriptCache::Clear() {
// Iterate the script cache to get rid of all the weak handles.
for (HashMap::Entry* entry = Start(); entry != NULL; entry = Next(entry)) {
ASSERT(entry != NULL);
Object** location = reinterpret_cast<Object**>(entry->value);
ASSERT((*location)->IsScript());
GlobalHandles::ClearWeakness(location);
GlobalHandles::Destroy(location);
}
// Clear the content of the hash map.
HashMap::Clear();
}
void ScriptCache::HandleWeakScript(
const v8::WeakCallbackData<v8::Value, void>& data) {
// Retrieve the script identifier.
Handle<Object> object = Utils::OpenHandle(*data.GetValue());
int id = Handle<Script>::cast(object)->id()->value();
void* key = reinterpret_cast<void*>(id);
uint32_t hash = Hash(id);
// Remove the corresponding entry from the cache.
ScriptCache* script_cache =
reinterpret_cast<ScriptCache*>(data.GetParameter());
HashMap::Entry* entry = script_cache->Lookup(key, hash, false);
Object** location = reinterpret_cast<Object**>(entry->value);
script_cache->Remove(key, hash);
script_cache->collected_scripts_.Add(id);
// Clear the weak handle.
GlobalHandles::Destroy(location);
}
void Debug::HandleWeakDebugInfo(
const v8::WeakCallbackData<v8::Value, void>& data) {
Debug* debug = reinterpret_cast<Isolate*>(data.GetIsolate())->debug();
DebugInfoListNode* node =
reinterpret_cast<DebugInfoListNode*>(data.GetParameter());
// We need to clear all breakpoints associated with the function to restore
// original code and avoid patching the code twice later because
// the function will live in the heap until next gc, and can be found by
// Debug::FindSharedFunctionInfoInScript.
BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
it.ClearAllDebugBreak();
debug->RemoveDebugInfo(node->debug_info());
#ifdef DEBUG
for (DebugInfoListNode* n = debug->debug_info_list_;
n != NULL;
n = n->next()) {
ASSERT(n != node);
}
#endif
}
DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) {
// Globalize the request debug info object and make it weak.
GlobalHandles* global_handles = debug_info->GetIsolate()->global_handles();
debug_info_ = Handle<DebugInfo>::cast(global_handles->Create(debug_info));
GlobalHandles::MakeWeak(reinterpret_cast<Object**>(debug_info_.location()),
this,
Debug::HandleWeakDebugInfo);
}
DebugInfoListNode::~DebugInfoListNode() {
GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_info_.location()));
}
bool Debug::CompileDebuggerScript(Isolate* isolate, int index) {
Factory* factory = isolate->factory();
HandleScope scope(isolate);
// Bail out if the index is invalid.
if (index == -1) return false;
// Find source and name for the requested script.
Handle<String> source_code =
isolate->bootstrapper()->NativesSourceLookup(index);
Vector<const char> name = Natives::GetScriptName(index);
Handle<String> script_name =
factory->NewStringFromAscii(name).ToHandleChecked();
Handle<Context> context = isolate->native_context();
// Compile the script.
Handle<SharedFunctionInfo> function_info;
function_info = Compiler::CompileScript(source_code,
script_name, 0, 0,
false,
context,
NULL, NULL, NO_CACHED_DATA,
NATIVES_CODE);
// Silently ignore stack overflows during compilation.
if (function_info.is_null()) {
ASSERT(isolate->has_pending_exception());
isolate->clear_pending_exception();
return false;
}
// Execute the shared function in the debugger context.
Handle<JSFunction> function =
factory->NewFunctionFromSharedFunctionInfo(function_info, context);
Handle<Object> exception;
MaybeHandle<Object> result =
Execution::TryCall(function,
Handle<Object>(context->global_object(), isolate),
0,
NULL,
&exception);
// Check for caught exceptions.
if (result.is_null()) {
ASSERT(!isolate->has_pending_exception());
MessageLocation computed_location;
isolate->ComputeLocation(&computed_location);
Handle<Object> message = MessageHandler::MakeMessageObject(
isolate, "error_loading_debugger", &computed_location,
Vector<Handle<Object> >::empty(), Handle<JSArray>());
ASSERT(!isolate->has_pending_exception());
if (!exception.is_null()) {
isolate->set_pending_exception(*exception);
MessageHandler::ReportMessage(isolate, NULL, message);
isolate->clear_pending_exception();
}
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 (is_loaded()) return true;
// Bail out if we're already in the process of compiling the native
// JavaScript source code for the debugger.
if (is_suppressed_) return false;
SuppressDebug while_loading(this);
// Disable breakpoints and interrupts while compiling and running the
// debugger scripts including the context creation code.
DisableBreak disable(this, true);
PostponeInterruptsScope postpone(isolate_);
// Create the debugger context.
HandleScope scope(isolate_);
ExtensionConfiguration no_extensions;
Handle<Context> context =
isolate_->bootstrapper()->CreateEnvironment(
Handle<Object>::null(),
v8::Handle<ObjectTemplate>(),
&no_extensions);
// Fail if no context could be created.
if (context.is_null()) return false;
// Use the debugger context.
SaveContext save(isolate_);
isolate_->set_context(*context);
// Expose the builtins object in the debugger context.
Handle<String> key = isolate_->factory()->InternalizeOneByteString(
STATIC_ASCII_VECTOR("builtins"));
Handle<GlobalObject> global =
Handle<GlobalObject>(context->global_object(), isolate_);
Handle<JSBuiltinsObject> builtin =
Handle<JSBuiltinsObject>(global->builtins(), isolate_);
RETURN_ON_EXCEPTION_VALUE(
isolate_,
JSReceiver::SetProperty(global, key, builtin, NONE, SLOPPY),
false);
// Compile the JavaScript for the debugger in the debugger context.
bool caught_exception =
!CompileDebuggerScript(isolate_, Natives::GetIndex("mirror")) ||
!CompileDebuggerScript(isolate_, Natives::GetIndex("debug"));
if (FLAG_enable_liveedit) {
caught_exception = caught_exception ||
!CompileDebuggerScript(isolate_, Natives::GetIndex("liveedit"));
}
// Check for caught exceptions.
if (caught_exception) return false;
debug_context_ = Handle<Context>::cast(
isolate_->global_handles()->Create(*context));
return true;
}
void Debug::Unload() {
ClearAllBreakPoints();
ClearStepping();
// Match unmatched PromiseHandlePrologue calls.
while (thread_local_.promise_on_stack_) PromiseHandleEpilogue();
// Return debugger is not loaded.
if (!is_loaded()) return;
// Clear the script cache.
if (script_cache_ != NULL) {
delete script_cache_;
script_cache_ = NULL;
}
// Clear debugger context global handle.
GlobalHandles::Destroy(Handle<Object>::cast(debug_context_).location());
debug_context_ = Handle<Context>();
}
void Debug::Break(Arguments args, JavaScriptFrame* frame) {
Heap* heap = isolate_->heap();
HandleScope scope(isolate_);
ASSERT(args.length() == 0);
if (live_edit_enabled()) {
thread_local_.frame_drop_mode_ = LiveEdit::FRAMES_UNTOUCHED;
}
// Just continue if breaks are disabled or debugger cannot be loaded.
if (break_disabled_) return;
// Enter the debugger.
EnterDebugger debugger(isolate_);
if (debugger.FailedToEnter()) return;
// Postpone interrupt during breakpoint processing.
PostponeInterruptsScope postpone(isolate_);
// Get the debug info (create it if it does not exist).
Handle<SharedFunctionInfo> shared =
Handle<SharedFunctionInfo>(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);
// pc points to the instruction after the current one, possibly a break
// location as well. So the "- 1" to exclude it from the search.
break_location_iterator.FindBreakLocationFromAddress(frame->pc() - 1);
// 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(), isolate_);
if (break_location_iterator.HasBreakPoint()) {
Handle<Object> break_point_objects =
Handle<Object>(break_location_iterator.BreakPointObjects(), isolate_);
break_points_hit = CheckBreakPoints(break_point_objects);
}
// If step out is active skip everything until the frame where we need to step
// out to is reached, unless real breakpoint is hit.
if (StepOutActive() &&
frame->fp() != thread_local_.step_out_fp_ &&
break_points_hit->IsUndefined() ) {
// Step count should always be 0 for StepOut.
ASSERT(thread_local_.step_count_ == 0);
} else if (!break_points_hit->IsUndefined() ||
(thread_local_.last_step_action_ != StepNone &&
thread_local_.step_count_ == 0)) {
// Notify debugger if a real break point is triggered or if performing
// single stepping with no more steps to perform. Otherwise do another step.
// Clear all current stepping setup.
ClearStepping();
if (thread_local_.queued_step_count_ > 0) {
// Perform queued steps
int step_count = thread_local_.queued_step_count_;
// Clear queue
thread_local_.queued_step_count_ = 0;
PrepareStep(StepNext, step_count, StackFrame::NO_ID);
} else {
// Notify the debug event listeners.
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_;
// If StepNext goes deeper in code, StepOut until original frame
// and keep step count queued up in the meantime.
if (step_action == StepNext && frame->fp() < thread_local_.last_fp_) {
// Count frames until target frame
int count = 0;
JavaScriptFrameIterator it(isolate_);
while (!it.done() && it.frame()->fp() < thread_local_.last_fp_) {
count++;
it.Advance();
}
// Check that we indeed found the frame we are looking for.
CHECK(!it.done() && (it.frame()->fp() == thread_local_.last_fp_));
if (step_count > 1) {
// Save old count and action to continue stepping after StepOut.
thread_local_.queued_step_count_ = step_count - 1;
}
// Set up for StepOut to reach target frame.
step_action = StepOut;
step_count = count;
}
// Clear all current stepping setup.
ClearStepping();
// Set up for the remaining steps.
PrepareStep(step_action, step_count, StackFrame::NO_ID);
}
}
RUNTIME_FUNCTION(Debug_Break) {
// Get the top-most JavaScript frame.
JavaScriptFrameIterator it(isolate);
isolate->debug()->Break(args, it.frame());
isolate->debug()->SetAfterBreakTarget(it.frame());
return isolate->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) {
Factory* factory = isolate_->factory();
// Count the number of break points hit. If there are multiple break points
// they are in a FixedArray.
Handle<FixedArray> break_points_hit;
int break_points_hit_count = 0;
ASSERT(!break_point_objects->IsUndefined());
if (break_point_objects->IsFixedArray()) {
Handle<FixedArray> array(FixedArray::cast(*break_point_objects));
break_points_hit = factory->NewFixedArray(array->length());
for (int i = 0; i < array->length(); i++) {
Handle<Object> o(array->get(i), isolate_);
if (CheckBreakPoint(o)) {
break_points_hit->set(break_points_hit_count++, *o);
}
}
} else {
break_points_hit = factory->NewFixedArray(1);
if (CheckBreakPoint(break_point_objects)) {
break_points_hit->set(break_points_hit_count++, *break_point_objects);
}
}
// Return undefined if no break points were triggered.
if (break_points_hit_count == 0) {
return factory->undefined_value();
}
// Return break points hit as a JSArray.
Handle<JSArray> result = factory->NewJSArrayWithElements(break_points_hit);
result->set_length(Smi::FromInt(break_points_hit_count));
return result;
}
// Check whether a single break point object is triggered.
bool Debug::CheckBreakPoint(Handle<Object> break_point_object) {
Factory* factory = isolate_->factory();
HandleScope scope(isolate_);
// Ignore check if break point object is not a JSObject.
if (!break_point_object->IsJSObject()) return true;
// Get the function IsBreakPointTriggered (defined in debug-debugger.js).
Handle<String> is_break_point_triggered_string =
factory->InternalizeOneByteString(
STATIC_ASCII_VECTOR("IsBreakPointTriggered"));
Handle<GlobalObject> debug_global(debug_context()->global_object());
Handle<JSFunction> check_break_point =
Handle<JSFunction>::cast(Object::GetProperty(
debug_global, is_break_point_triggered_string).ToHandleChecked());
// Get the break id as an object.
Handle<Object> break_id = factory->NewNumberFromInt(Debug::break_id());
// Call HandleBreakPointx.
Handle<Object> argv[] = { break_id, break_point_object };
Handle<Object> result;
if (!Execution::TryCall(check_break_point,
isolate_->js_builtins_object(),
ARRAY_SIZE(argv),
argv).ToHandle(&result)) {
return false;
}
// Return whether the break point is triggered.
return result->IsTrue();
}
// 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()));
}
bool Debug::SetBreakPoint(Handle<JSFunction> function,
Handle<Object> break_point_object,
int* source_position) {
HandleScope scope(isolate_);
PrepareForBreakPoints();
// Make sure the function is compiled and has set up the debug info.
Handle<SharedFunctionInfo> shared(function->shared());
if (!EnsureDebugInfo(shared, function)) {
// Return if retrieving debug info failed.
return true;
}
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, STATEMENT_ALIGNED);
it.SetBreakPoint(break_point_object);
*source_position = it.position();
// At least one active break point now.
return debug_info->GetBreakPointCount() > 0;
}
bool Debug::SetBreakPointForScript(Handle<Script> script,
Handle<Object> break_point_object,
int* source_position,
BreakPositionAlignment alignment) {
HandleScope scope(isolate_);
PrepareForBreakPoints();
// Obtain shared function info for the function.
Object* result = FindSharedFunctionInfoInScript(script, *source_position);
if (result->IsUndefined()) return false;
// Make sure the function has set up the debug info.
Handle<SharedFunctionInfo> shared(SharedFunctionInfo::cast(result));
if (!EnsureDebugInfo(shared, Handle<JSFunction>::null())) {
// Return if retrieving debug info failed.
return false;
}
// Find position within function. The script position might be before the
// source position of the first function.
int position;
if (shared->start_position() > *source_position) {
position = 0;
} else {
position = *source_position - shared->start_position();
}
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
// Source positions starts with zero.
ASSERT(position >= 0);
// Find the break point and change it.
BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
it.FindBreakLocationFromPosition(position, alignment);
it.SetBreakPoint(break_point_object);
*source_position = it.position() + shared->start_position();
// At least one active break point now.
ASSERT(debug_info->GetBreakPointCount() > 0);
return true;
}
void Debug::ClearBreakPoint(Handle<Object> break_point_object) {
HandleScope scope(isolate_);
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();
// Find the break point and clear it.
BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
it.FindBreakLocationFromAddress(debug_info->code()->entry() +
break_point_info->code_position()->value());
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<JSFunction> function) {
PrepareForBreakPoints();
// Make sure the function is compiled and has set up the debug info.
Handle<SharedFunctionInfo> shared(function->shared());
if (!EnsureDebugInfo(shared, function)) {
// 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::FloodBoundFunctionWithOneShot(Handle<JSFunction> function) {
Handle<FixedArray> new_bindings(function->function_bindings());
Handle<Object> bindee(new_bindings->get(JSFunction::kBoundFunctionIndex),
isolate_);
if (!bindee.is_null() && bindee->IsJSFunction() &&
!JSFunction::cast(*bindee)->IsNative()) {
Handle<JSFunction> bindee_function(JSFunction::cast(*bindee));
Debug::FloodWithOneShot(bindee_function);
}
}
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(isolate_, id); !it.done(); it.Advance()) {
JavaScriptFrame* frame = it.frame();
if (frame->HasHandler()) {
// Flood the function with the catch block with break points
FloodWithOneShot(Handle<JSFunction>(frame->function()));
return;
}
}
}
void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) {
if (type == BreakUncaughtException) {
break_on_uncaught_exception_ = enable;
} else {
break_on_exception_ = enable;
}
}
bool Debug::IsBreakOnException(ExceptionBreakType type) {
if (type == BreakUncaughtException) {
return break_on_uncaught_exception_;
} else {
return break_on_exception_;
}
}
PromiseOnStack::PromiseOnStack(Isolate* isolate,
PromiseOnStack* prev,
Handle<JSFunction> getter)
: isolate_(isolate), prev_(prev) {
handler_ = StackHandler::FromAddress(
Isolate::handler(isolate->thread_local_top()));
getter_ = Handle<JSFunction>::cast(
isolate->global_handles()->Create(*getter));
}
PromiseOnStack::~PromiseOnStack() {
isolate_->global_handles()->Destroy(Handle<Object>::cast(getter_).location());
}
void Debug::PromiseHandlePrologue(Handle<JSFunction> promise_getter) {
PromiseOnStack* prev = thread_local_.promise_on_stack_;
thread_local_.promise_on_stack_ =
new PromiseOnStack(isolate_, prev, promise_getter);
}
void Debug::PromiseHandleEpilogue() {
if (thread_local_.promise_on_stack_ == NULL) return;
PromiseOnStack* prev = thread_local_.promise_on_stack_->prev();
delete thread_local_.promise_on_stack_;
thread_local_.promise_on_stack_ = prev;
}
Handle<Object> Debug::GetPromiseForUncaughtException() {
Handle<Object> undefined = isolate_->factory()->undefined_value();
if (thread_local_.promise_on_stack_ == NULL) return undefined;
Handle<JSFunction> promise_getter = thread_local_.promise_on_stack_->getter();
StackHandler* promise_catch = thread_local_.promise_on_stack_->handler();
// Find the top-most try-catch handler.
StackHandler* handler = StackHandler::FromAddress(
Isolate::handler(isolate_->thread_local_top()));
while (handler != NULL && !handler->is_catch()) {
handler = handler->next();
}
#ifdef DEBUG
// Make sure that our promise catch handler is in the list of handlers,
// even if it's not the top-most try-catch handler.
StackHandler* temp = handler;
while (temp != promise_catch && !temp->is_catch()) {
temp = temp->next();
CHECK(temp != NULL);
}
#endif // DEBUG
if (handler == promise_catch) {
return Execution::Call(
isolate_, promise_getter, undefined, 0, NULL).ToHandleChecked();
}
return undefined;
}
void Debug::PrepareStep(StepAction step_action,
int step_count,
StackFrame::Id frame_id) {
HandleScope scope(isolate_);
PrepareForBreakPoints();
ASSERT(is_entered());
// Remember this step action and count.
thread_local_.last_step_action_ = step_action;
if (step_action == StepOut) {
// For step out target frame will be found on the stack so there is no need
// to set step counter for it. It's expected to always be 0 for StepOut.
thread_local_.step_count_ = 0;
} else {
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;
}
if (frame_id != StackFrame::NO_ID) {
id = frame_id;
}
JavaScriptFrameIterator frames_it(isolate_, 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 = frames_it.frame()->function();
FloodWithOneShot(Handle<JSFunction>(function));
return;
}
// Get the debug info (create it if it does not exist).
Handle<JSFunction> function(frame->function());
Handle<SharedFunctionInfo> shared(function->shared());
if (!EnsureDebugInfo(shared, function)) {
// 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);
// pc points to the instruction after the current one, possibly a break
// location as well. So the "- 1" to exclude it from the search.
it.FindBreakLocationFromAddress(frame->pc() - 1);
// Compute whether or not the target is a call target.
bool is_load_or_store = false;
bool is_inline_cache_stub = false;
bool is_at_restarted_function = false;
Handle<Code> call_function_stub;
if (thread_local_.restarter_frame_function_pointer_ == NULL) {
if (RelocInfo::IsCodeTarget(it.rinfo()->rmode())) {
bool is_call_target = false;
Address target = it.rinfo()->target_address();
Code* code = Code::GetCodeFromTargetAddress(target);
if (code->is_call_stub()) {
is_call_target = true;
}
if (code->is_inline_cache_stub()) {
is_inline_cache_stub = true;
is_load_or_store = !is_call_target;
}
// Check if target code is CallFunction stub.
Code* maybe_call_function_stub = code;
// If there is a breakpoint at this line look at the original code to
// check if it is a CallFunction stub.
if (it.IsDebugBreak()) {
Address original_target = it.original_rinfo()->target_address();
maybe_call_function_stub =
Code::GetCodeFromTargetAddress(original_target);
}
if ((maybe_call_function_stub->kind() == Code::STUB &&
maybe_call_function_stub->major_key() == CodeStub::CallFunction) ||
maybe_call_function_stub->kind() == Code::CALL_IC) {
// Save reference to the code as we may need it to find out arguments
// count for 'step in' later.
call_function_stub = Handle<Code>(maybe_call_function_stub);
}
}
} else {
is_at_restarted_function = true;
}
// If this is the last break code target step out is the only possibility.
if (it.IsExit() || step_action == StepOut) {
if (step_action == StepOut) {
// Skip step_count frames starting with the current one.
while (step_count-- > 0 && !frames_it.done()) {
frames_it.Advance();
}
} else {
ASSERT(it.IsExit());
frames_it.Advance();
}
// Skip builtin functions on the stack.
while (!frames_it.done() && frames_it.frame()->function()->IsNative()) {
frames_it.Advance();
}
// Step out: If there is a JavaScript caller frame, we need to
// flood it with breakpoints.
if (!frames_it.done()) {
// Fill the function to return to with one-shot break points.
JSFunction* function = frames_it.frame()->function();
FloodWithOneShot(Handle<JSFunction>(function));
// Set target frame pointer.
ActivateStepOut(frames_it.frame());
}
} else if (!(is_inline_cache_stub || RelocInfo::IsConstructCall(it.rmode()) ||
!call_function_stub.is_null() || is_at_restarted_function)
|| step_action == StepNext || step_action == StepMin) {
// Step next or step min.
// Fill the current function with one-shot break points.
FloodWithOneShot(function);
// 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->UnpaddedFP();
} else {
// If there's restarter frame on top of the stack, just get the pointer
// to function which is going to be restarted.
if (is_at_restarted_function) {
Handle<JSFunction> restarted_function(
JSFunction::cast(*thread_local_.restarter_frame_function_pointer_));
FloodWithOneShot(restarted_function);
} else if (!call_function_stub.is_null()) {
// If it's CallFunction stub ensure target function is compiled and flood
// it with one shot breakpoints.
bool is_call_ic = call_function_stub->kind() == Code::CALL_IC;
// Find out number of arguments from the stub minor key.
// Reverse lookup required as the minor key cannot be retrieved
// from the code object.
Handle<Object> obj(
isolate_->heap()->code_stubs()->SlowReverseLookup(
*call_function_stub),
isolate_);
ASSERT(!obj.is_null());
ASSERT(!(*obj)->IsUndefined());
ASSERT(obj->IsSmi());
// Get the STUB key and extract major and minor key.
uint32_t key = Smi::cast(*obj)->value();
// Argc in the stub is the number of arguments passed - not the
// expected arguments of the called function.
int call_function_arg_count = is_call_ic
? CallICStub::ExtractArgcFromMinorKey(CodeStub::MinorKeyFromKey(key))
: CallFunctionStub::ExtractArgcFromMinorKey(
CodeStub::MinorKeyFromKey(key));
ASSERT(is_call_ic ||
call_function_stub->major_key() == CodeStub::MajorKeyFromKey(key));
// Find target function on the expression stack.
// Expression stack looks like this (top to bottom):
// argN
// ...
// arg0
// Receiver
// Function to call
int expressions_count = frame->ComputeExpressionsCount();
ASSERT(expressions_count - 2 - call_function_arg_count >= 0);
Object* fun = frame->GetExpression(
expressions_count - 2 - call_function_arg_count);
// Flood the actual target of call/apply.
if (fun->IsJSFunction()) {
Isolate* isolate = JSFunction::cast(fun)->GetIsolate();
Code* apply = isolate->builtins()->builtin(Builtins::kFunctionApply);
Code* call = isolate->builtins()->builtin(Builtins::kFunctionCall);
while (fun->IsJSFunction()) {
Code* code = JSFunction::cast(fun)->shared()->code();
if (code != apply && code != call) break;
fun = frame->GetExpression(
expressions_count - 1 - call_function_arg_count);
}
}
if (fun->IsJSFunction()) {
Handle<JSFunction> js_function(JSFunction::cast(fun));
if (js_function->shared()->bound()) {
Debug::FloodBoundFunctionWithOneShot(js_function);
} else if (!js_function->IsNative()) {
// Don't step into builtins.
// It will also compile target function if it's not compiled yet.
FloodWithOneShot(js_function);
}
}
}
// 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. It also prepares for stepping in
// getters/setters.
FloodWithOneShot(function);
if (is_load_or_store) {
// Remember source position and frame to handle step in getter/setter. If
// there is a custom getter/setter it will be handled in
// Object::Get/SetPropertyWithCallback, otherwise the step action will be
// propagated on the next Debug::Break.
thread_local_.last_statement_position_ =
debug_info->code()->SourceStatementPosition(frame->pc());
thread_local_.last_fp_ = frame->UnpaddedFP();
}
// Step in or Step in min
it.PrepareStepIn(isolate_);
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) {
// StepNext and StepOut shouldn't bring us deeper in code, so last frame
// shouldn't be a parent of current frame.
if (thread_local_.last_step_action_ == StepNext ||
thread_local_.last_step_action_ == StepOut) {
if (frame->fp() < thread_local_.last_fp_) return true;
}
// 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->UnpaddedFP() &&
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->is_debug_stub() && code->extra_ic_state() == DEBUG_BREAK;
}
// Simple function for returning the source positions for active break points.
Handle<Object> Debug::GetSourceBreakLocations(
Handle<SharedFunctionInfo> shared,
BreakPositionAlignment position_alignment) {
Isolate* isolate = shared->GetIsolate();
Heap* heap = isolate->heap();
if (!HasDebugInfo(shared)) {
return Handle<Object>(heap->undefined_value(), isolate);
}
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
if (debug_info->GetBreakPointCount() == 0) {
return Handle<Object>(heap->undefined_value(), isolate);
}
Handle<FixedArray> locations =
isolate->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) {
Smi* position;
switch (position_alignment) {
case STATEMENT_ALIGNED:
position = break_point_info->statement_position();
break;
case BREAK_POSITION_ALIGNED:
position = break_point_info->source_position();
break;
default:
UNREACHABLE();
position = break_point_info->statement_position();
}
locations->set(count++, position);
}
}
}
return locations;
}
// Handle stepping into a function.
void Debug::HandleStepIn(Handle<JSFunction> function,
Handle<Object> holder,
Address fp,
bool is_constructor) {
Isolate* isolate = function->GetIsolate();
// If the frame pointer is not supplied by the caller find it.
if (fp == 0) {
StackFrameIterator it(isolate);
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 == thread_local_.step_into_fp_) {
if (function->shared()->bound()) {
// Handle Function.prototype.bind
Debug::FloodBoundFunctionWithOneShot(function);
} else if (!function->IsNative()) {
// Don't allow step into functions in the native context.
if (function->shared()->code() ==
isolate->builtins()->builtin(Builtins::kFunctionApply) ||
function->shared()->code() ==
isolate->builtins()->builtin(Builtins::kFunctionCall)) {
// Handle function.apply and function.call separately to flood the
// function to be called and not the code for Builtins::FunctionApply or
// Builtins::FunctionCall. The receiver of call/apply is the target
// function.
if (!holder.is_null() && holder->IsJSFunction()) {
Handle<JSFunction> js_function = Handle<JSFunction>::cast(holder);
if (!js_function->IsNative()) {
Debug::FloodWithOneShot(js_function);
} else if (js_function->shared()->bound()) {
// Handle Function.prototype.bind
Debug::FloodBoundFunctionWithOneShot(js_function);
}
}
} else {
Debug::FloodWithOneShot(function);
}
}
}
}
void Debug::ClearStepping() {
// Clear the various stepping setup.
ClearOneShot();
ClearStepIn();
ClearStepOut();
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) {
ASSERT(!StepOutActive());
thread_local_.step_into_fp_ = frame->UnpaddedFP();
}
void Debug::ClearStepIn() {
thread_local_.step_into_fp_ = 0;
}
void Debug::ActivateStepOut(StackFrame* frame) {
ASSERT(!StepInActive());
thread_local_.step_out_fp_ = frame->UnpaddedFP();
}
void Debug::ClearStepOut() {
thread_local_.step_out_fp_ = 0;
}
void Debug::ClearStepNext() {
thread_local_.last_step_action_ = StepNone;
thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
thread_local_.last_fp_ = 0;
}
static void CollectActiveFunctionsFromThread(
Isolate* isolate,
ThreadLocalTop* top,
List<Handle<JSFunction> >* active_functions,
Object* active_code_marker) {
// Find all non-optimized code functions with activation frames
// on the stack. This includes functions which have optimized
// activations (including inlined functions) on the stack as the
// non-optimized code is needed for the lazy deoptimization.
for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) {
JavaScriptFrame* frame = it.frame();
if (frame->is_optimized()) {
List<JSFunction*> functions(FLAG_max_inlining_levels + 1);
frame->GetFunctions(&functions);
for (int i = 0; i < functions.length(); i++) {
JSFunction* function = functions[i];
active_functions->Add(Handle<JSFunction>(function));
function->shared()->code()->set_gc_metadata(active_code_marker);
}
} else if (frame->function()->IsJSFunction()) {
JSFunction* function = frame->function();
ASSERT(frame->LookupCode()->kind() == Code::FUNCTION);
active_functions->Add(Handle<JSFunction>(function));
function->shared()->code()->set_gc_metadata(active_code_marker);
}
}
}
// Figure out how many bytes of "pc_offset" correspond to actual code by
// subtracting off the bytes that correspond to constant/veneer pools. See
// Assembler::CheckConstPool() and Assembler::CheckVeneerPool(). Note that this
// is only useful for architectures using constant pools or veneer pools.
static int ComputeCodeOffsetFromPcOffset(Code *code, int pc_offset) {
ASSERT_EQ(code->kind(), Code::FUNCTION);
ASSERT(!code->has_debug_break_slots());
ASSERT_LE(0, pc_offset);
ASSERT_LT(pc_offset, code->instruction_end() - code->instruction_start());
int mask = RelocInfo::ModeMask(RelocInfo::CONST_POOL) |
RelocInfo::ModeMask(RelocInfo::VENEER_POOL);
byte *pc = code->instruction_start() + pc_offset;
int code_offset = pc_offset;
for (RelocIterator it(code, mask); !it.done(); it.next()) {
RelocInfo* info = it.rinfo();
if (info->pc() >= pc) break;
ASSERT(RelocInfo::IsConstPool(info->rmode()));
code_offset -= static_cast<int>(info->data());
ASSERT_LE(0, code_offset);
}
return code_offset;
}
// The inverse of ComputeCodeOffsetFromPcOffset.
static int ComputePcOffsetFromCodeOffset(Code *code, int code_offset) {
ASSERT_EQ(code->kind(), Code::FUNCTION);
int mask = RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT) |
RelocInfo::ModeMask(RelocInfo::CONST_POOL) |
RelocInfo::ModeMask(RelocInfo::VENEER_POOL);
int reloc = 0;
for (RelocIterator it(code, mask); !it.done(); it.next()) {
RelocInfo* info = it.rinfo();
if (info->pc() - code->instruction_start() - reloc >= code_offset) break;
if (RelocInfo::IsDebugBreakSlot(info->rmode())) {
reloc += Assembler::kDebugBreakSlotLength;
} else {
ASSERT(RelocInfo::IsConstPool(info->rmode()));
reloc += static_cast<int>(info->data());
}
}
int pc_offset = code_offset + reloc;
ASSERT_LT(code->instruction_start() + pc_offset, code->instruction_end());
return pc_offset;
}
static void RedirectActivationsToRecompiledCodeOnThread(
Isolate* isolate,
ThreadLocalTop* top) {
for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) {
JavaScriptFrame* frame = it.frame();
if (frame->is_optimized() || !frame->function()->IsJSFunction()) continue;
JSFunction* function = frame->function();
ASSERT(frame->LookupCode()->kind() == Code::FUNCTION);
Handle<Code> frame_code(frame->LookupCode());
if (frame_code->has_debug_break_slots()) continue;
Handle<Code> new_code(function->shared()->code());
if (new_code->kind() != Code::FUNCTION ||
!new_code->has_debug_break_slots()) {
continue;
}
int old_pc_offset =
static_cast<int>(frame->pc() - frame_code->instruction_start());
int code_offset = ComputeCodeOffsetFromPcOffset(*frame_code, old_pc_offset);
int new_pc_offset = ComputePcOffsetFromCodeOffset(*new_code, code_offset);
// Compute the equivalent pc in the new code.
byte* new_pc = new_code->instruction_start() + new_pc_offset;
if (FLAG_trace_deopt) {
PrintF("Replacing code %08" V8PRIxPTR " - %08" V8PRIxPTR " (%d) "
"with %08" V8PRIxPTR " - %08" V8PRIxPTR " (%d) "
"for debugging, "
"changing pc from %08" V8PRIxPTR " to %08" V8PRIxPTR "\n",
reinterpret_cast<intptr_t>(
frame_code->instruction_start()),
reinterpret_cast<intptr_t>(
frame_code->instruction_start()) +
frame_code->instruction_size(),
frame_code->instruction_size(),
reinterpret_cast<intptr_t>(new_code->instruction_start()),
reinterpret_cast<intptr_t>(new_code->instruction_start()) +
new_code->instruction_size(),
new_code->instruction_size(),
reinterpret_cast<intptr_t>(frame->pc()),
reinterpret_cast<intptr_t>(new_pc));
}
// Patch the return address to return into the code with
// debug break slots.
frame->set_pc(new_pc);
}
}
class ActiveFunctionsCollector : public ThreadVisitor {
public:
explicit ActiveFunctionsCollector(List<Handle<JSFunction> >* active_functions,
Object* active_code_marker)
: active_functions_(active_functions),
active_code_marker_(active_code_marker) { }
void VisitThread(Isolate* isolate, ThreadLocalTop* top) {
CollectActiveFunctionsFromThread(isolate,
top,
active_functions_,
active_code_marker_);
}
private:
List<Handle<JSFunction> >* active_functions_;
Object* active_code_marker_;
};
class ActiveFunctionsRedirector : public ThreadVisitor {
public:
void VisitThread(Isolate* isolate, ThreadLocalTop* top) {
RedirectActivationsToRecompiledCodeOnThread(isolate, top);
}
};
static void EnsureFunctionHasDebugBreakSlots(Handle<JSFunction> function) {
if (function->code()->kind() == Code::FUNCTION &&
function->code()->has_debug_break_slots()) {
// Nothing to do. Function code already had debug break slots.
return;
}
// Make sure that the shared full code is compiled with debug
// break slots.
if (!function->shared()->code()->has_debug_break_slots()) {
MaybeHandle<Code> code = Compiler::GetCodeForDebugging(function);
// Recompilation can fail. In that case leave the code as it was.
if (!code.is_null()) function->ReplaceCode(*code.ToHandleChecked());
} else {
// Simply use shared code if it has debug break slots.
function->ReplaceCode(function->shared()->code());
}
}
static void RecompileAndRelocateSuspendedGenerators(
const List<Handle<JSGeneratorObject> > &generators) {
for (int i = 0; i < generators.length(); i++) {
Handle<JSFunction> fun(generators[i]->function());
EnsureFunctionHasDebugBreakSlots(fun);
int code_offset = generators[i]->continuation();
int pc_offset = ComputePcOffsetFromCodeOffset(fun->code(), code_offset);
generators[i]->set_continuation(pc_offset);
}
}
void Debug::PrepareForBreakPoints() {
// If preparing for the first break point make sure to deoptimize all
// functions as debugging does not work with optimized code.
if (!has_break_points_) {
if (isolate_->concurrent_recompilation_enabled()) {
isolate_->optimizing_compiler_thread()->Flush();
}
Deoptimizer::DeoptimizeAll(isolate_);
Handle<Code> lazy_compile = isolate_->builtins()->CompileUnoptimized();
// There will be at least one break point when we are done.
has_break_points_ = true;
// Keep the list of activated functions in a handlified list as it
// is used both in GC and non-GC code.
List<Handle<JSFunction> > active_functions(100);
// A list of all suspended generators.
List<Handle<JSGeneratorObject> > suspended_generators;
// A list of all generator functions. We need to recompile all functions,
// but we don't know until after visiting the whole heap which generator
// functions have suspended activations and which do not. As in the case of
// functions with activations on the stack, we need to be careful with
// generator functions with suspended activations because although they
// should be recompiled, recompilation can fail, and we need to avoid
// leaving the heap in an inconsistent state.
//
// We could perhaps avoid this list and instead re-use the GC metadata
// links.
List<Handle<JSFunction> > generator_functions;
{
// We are going to iterate heap to find all functions without
// debug break slots.
Heap* heap = isolate_->heap();
heap->CollectAllGarbage(Heap::kMakeHeapIterableMask,
"preparing for breakpoints");
HeapIterator iterator(heap);
// Ensure no GC in this scope as we are going to use gc_metadata
// field in the Code object to mark active functions.
DisallowHeapAllocation no_allocation;
Object* active_code_marker = heap->the_hole_value();
CollectActiveFunctionsFromThread(isolate_,
isolate_->thread_local_top(),
&active_functions,
active_code_marker);
ActiveFunctionsCollector active_functions_collector(&active_functions,
active_code_marker);
isolate_->thread_manager()->IterateArchivedThreads(
&active_functions_collector);
// Scan the heap for all non-optimized functions which have no
// debug break slots and are not active or inlined into an active
// function and mark them for lazy compilation.
HeapObject* obj = NULL;
while (((obj = iterator.next()) != NULL)) {
if (obj->IsJSFunction()) {
JSFunction* function = JSFunction::cast(obj);
SharedFunctionInfo* shared = function->shared();
if (!shared->allows_lazy_compilation()) continue;
if (!shared->script()->IsScript()) continue;
if (function->IsNative()) continue;
if (shared->code()->gc_metadata() == active_code_marker) continue;
if (shared->is_generator()) {
generator_functions.Add(Handle<JSFunction>(function, isolate_));
continue;
}
Code::Kind kind = function->code()->kind();
if (kind == Code::FUNCTION &&
!function->code()->has_debug_break_slots()) {
function->ReplaceCode(*lazy_compile);
function->shared()->ReplaceCode(*lazy_compile);
} else if (kind == Code::BUILTIN &&
(function->IsInOptimizationQueue() ||
function->IsMarkedForOptimization() ||
function->IsMarkedForConcurrentOptimization())) {
// Abort in-flight compilation.
Code* shared_code = function->shared()->code();
if (shared_code->kind() == Code::FUNCTION &&
shared_code->has_debug_break_slots()) {
function->ReplaceCode(shared_code);
} else {
function->ReplaceCode(*lazy_compile);
function->shared()->ReplaceCode(*lazy_compile);
}
}
} else if (obj->IsJSGeneratorObject()) {
JSGeneratorObject* gen = JSGeneratorObject::cast(obj);
if (!gen->is_suspended()) continue;
JSFunction* fun = gen->function();
ASSERT_EQ(fun->code()->kind(), Code::FUNCTION);
if (fun->code()->has_debug_break_slots()) continue;
int pc_offset = gen->continuation();
ASSERT_LT(0, pc_offset);
int code_offset =
ComputeCodeOffsetFromPcOffset(fun->code(), pc_offset);
// This will be fixed after we recompile the functions.
gen->set_continuation(code_offset);
suspended_generators.Add(Handle<JSGeneratorObject>(gen, isolate_));
}
}
// Clear gc_metadata field.
for (int i = 0; i < active_functions.length(); i++) {
Handle<JSFunction> function = active_functions[i];
function->shared()->code()->set_gc_metadata(Smi::FromInt(0));
}
}
// Recompile generator functions that have suspended activations, and
// relocate those activations.
RecompileAndRelocateSuspendedGenerators(suspended_generators);
// Mark generator functions that didn't have suspended activations for lazy
// recompilation. Note that this set does not include any active functions.
for (int i = 0; i < generator_functions.length(); i++) {
Handle<JSFunction> &function = generator_functions[i];
if (function->code()->kind() != Code::FUNCTION) continue;
if (function->code()->has_debug_break_slots()) continue;
function->ReplaceCode(*lazy_compile);
function->shared()->ReplaceCode(*lazy_compile);
}
// Now recompile all functions with activation frames and and
// patch the return address to run in the new compiled code. It could be
// that some active functions were recompiled already by the suspended
// generator recompilation pass above; a generator with suspended
// activations could also have active activations. That's fine.
for (int i = 0; i < active_functions.length(); i++) {
Handle<JSFunction> function = active_functions[i];
Handle<SharedFunctionInfo> shared(function->shared());
// If recompilation is not possible just skip it.
if (shared->is_toplevel()) continue;
if (!shared->allows_lazy_compilation()) continue;
if (shared->code()->kind() == Code::BUILTIN) continue;
EnsureFunctionHasDebugBreakSlots(function);
}
RedirectActivationsToRecompiledCodeOnThread(isolate_,
isolate_->thread_local_top());
ActiveFunctionsRedirector active_functions_redirector;
isolate_->thread_manager()->IterateArchivedThreads(
&active_functions_redirector);
}
}
Object* Debug::FindSharedFunctionInfoInScript(Handle<Script> script,
int position) {
// Iterate the heap looking for SharedFunctionInfo generated from the
// script. The inner most SharedFunctionInfo containing the source position
// for the requested break point is found.
// NOTE: This might require several heap iterations. If the SharedFunctionInfo
// which is found is not compiled it is compiled and the heap is iterated
// again as the compilation might create inner functions from the newly
// compiled function and the actual requested break point might be in one of
// these functions.
// NOTE: The below fix-point iteration depends on all functions that cannot be
// compiled lazily without a context to not be compiled at all. Compilation
// will be triggered at points where we do not need a context.
bool done = false;
// The current candidate for the source position:
int target_start_position = RelocInfo::kNoPosition;
Handle<JSFunction> target_function;
Handle<SharedFunctionInfo> target;
Heap* heap = isolate_->heap();
while (!done) {
{ // Extra scope for iterator.
HeapIterator iterator(heap);
for (HeapObject* obj = iterator.next();
obj != NULL; obj = iterator.next()) {
bool found_next_candidate = false;
Handle<JSFunction> function;
Handle<SharedFunctionInfo> shared;
if (obj->IsJSFunction()) {
function = Handle<JSFunction>(JSFunction::cast(obj));
shared = Handle<SharedFunctionInfo>(function->shared());
ASSERT(shared->allows_lazy_compilation() || shared->is_compiled());
found_next_candidate = true;
} else if (obj->IsSharedFunctionInfo()) {
shared = Handle<SharedFunctionInfo>(SharedFunctionInfo::cast(obj));
// Skip functions that we cannot compile lazily without a context,
// which is not available here, because there is no closure.
found_next_candidate = shared->is_compiled() ||
shared->allows_lazy_compilation_without_context();
}
if (!found_next_candidate) continue;
if (shared->script() == *script) {
// If the SharedFunctionInfo found has the requested script data and
// contains the source position it is a candidate.
int start_position = shared->function_token_position();
if (start_position == RelocInfo::kNoPosition) {
start_position = shared->start_position();
}
if (start_position <= position &&
position <= shared->end_position()) {
// If there is no candidate or this function is within the current
// candidate this is the new candidate.
if (target.is_null()) {
target_start_position = start_position;
target_function = function;
target = shared;
} else {
if (target_start_position == start_position &&
shared->end_position() == target->end_position()) {
// If a top-level function contains only one function
// declaration the source for the top-level and the function
// is the same. In that case prefer the non top-level function.
if (!shared->is_toplevel()) {
target_start_position = start_position;
target_function = function;
target = shared;
}
} else if (target_start_position <= start_position &&
shared->end_position() <= target->end_position()) {
// This containment check includes equality as a function
// inside a top-level function can share either start or end
// position with the top-level function.
target_start_position = start_position;
target_function = function;
target = shared;
}
}
}
}
} // End for loop.
} // End no-allocation scope.
if (target.is_null()) return heap->undefined_value();
// There will be at least one break point when we are done.
has_break_points_ = true;
// If the candidate found is compiled we are done.
done = target->is_compiled();
if (!done) {
// If the candidate is not compiled, compile it to reveal any inner
// functions which might contain the requested source position. This
// will compile all inner functions that cannot be compiled without a
// context, because Compiler::BuildFunctionInfo checks whether the
// debugger is active.
MaybeHandle<Code> maybe_result = target_function.is_null()
? Compiler::GetUnoptimizedCode(target)
: Compiler::GetUnoptimizedCode(target_function);
if (maybe_result.is_null()) return isolate_->heap()->undefined_value();
}
} // End while loop.
return *target;
}
// Ensures the debug information is present for shared.
bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared,
Handle<JSFunction> function) {
Isolate* isolate = shared->GetIsolate();
// Return if we already have the debug info for shared.
if (HasDebugInfo(shared)) {
ASSERT(shared->is_compiled());
return true;
}
// There will be at least one break point when we are done.
has_break_points_ = true;
// Ensure function is compiled. Return false if this failed.
if (!function.is_null() &&
!Compiler::EnsureCompiled(function, CLEAR_EXCEPTION)) {
return false;
}
// Create the debug info object.
Handle<DebugInfo> debug_info = isolate->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;
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(
isolate_->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) {
if (live_edit_enabled()) {
after_break_target_ =
LiveEdit::AfterBreakTarget(thread_local_.frame_drop_mode_, isolate_);
if (after_break_target_ != NULL) return; // LiveEdit did the job.
}
HandleScope scope(isolate_);
PrepareForBreakPoints();
// Get the executing function in which the debug break occurred.
Handle<JSFunction> function(JSFunction::cast(frame->function()));
Handle<SharedFunctionInfo> shared(function->shared());
if (!EnsureDebugInfo(shared, function)) {
// 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->LookupCode());
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::kPatchDebugBreakSlotReturnOffset;
// Check if the location is at JS exit or debug break slot.
bool at_js_return = false;
bool break_at_js_return_active = false;
bool at_debug_break_slot = false;
RelocIterator it(debug_info->code());
while (!it.done() && !at_js_return && !at_debug_break_slot) {
if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
at_js_return = (it.rinfo()->pc() ==
addr - Assembler::kPatchReturnSequenceAddressOffset);
break_at_js_return_active = it.rinfo()->IsPatchedReturnSequence();
}
if (RelocInfo::IsDebugBreakSlot(it.rinfo()->rmode())) {
at_debug_break_slot = (it.rinfo()->pc() ==
addr - Assembler::kPatchDebugBreakSlotAddressOffset);
}
it.next();
}
// Handle the jump to continue execution after break point depending on the
// break location.
if (at_js_return) {
// If the break point as return is still active jump to the corresponding
// place in the original code. If not the break point was removed during
// break point processing.
if (break_at_js_return_active) {
addr += original_code->instruction_start() - code->instruction_start();
}
// Move back to where the call instruction sequence started.
after_break_target_ = addr - Assembler::kPatchReturnSequenceAddressOffset;
} else if (at_debug_break_slot) {
// Address of where the debug break slot starts.
addr = addr - Assembler::kPatchDebugBreakSlotAddressOffset;
// Continue just after the slot.
after_break_target_ = addr + Assembler::kDebugBreakSlotLength;
} else if (IsDebugBreak(Assembler::target_address_at(addr, *code))) {
// We now know that there is still a debug break call at the target address,
// so the break point is still there and the original code will hold the
// address to jump to in order to complete the call which is replaced by a
// 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.
after_break_target_ = Assembler::target_address_at(addr, *original_code);
} else {
// There is no longer a break point present. 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.
after_break_target_ = Assembler::target_address_at(addr, *code);
}
}
bool Debug::IsBreakAtReturn(JavaScriptFrame* frame) {
HandleScope scope(isolate_);
// If there are no break points this cannot be break at return, as
// the debugger statement and stack guard bebug break cannot be at
// return.
if (!has_break_points_) {
return false;
}
PrepareForBreakPoints();
// Get the executing function in which the debug break occurred.
Handle<JSFunction> function(JSFunction::cast(frame->function()));
Handle<SharedFunctionInfo> shared(function->shared());
if (!EnsureDebugInfo(shared, function)) {
// Return if we failed to retrieve the debug info.
return false;
}
Handle<DebugInfo> debug_info = GetDebugInfo(shared);
Handle<Code> code(debug_info->code());
#ifdef DEBUG
// Get the code which is actually executing.
Handle<Code> frame_code(frame->LookupCode());
ASSERT(frame_code.is_identical_to(code));
#endif
// Find the call address in the running code.
Address addr = frame->pc() - Assembler::kPatchDebugBreakSlotReturnOffset;
// Check if the location is at JS return.
RelocIterator it(debug_info->code());
while (!it.done()) {
if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
return (it.rinfo()->pc() ==
addr - Assembler::kPatchReturnSequenceAddressOffset);
}
it.next();
}
return false;
}
void Debug::FramesHaveBeenDropped(StackFrame::Id new_break_frame_id,
LiveEdit::FrameDropMode mode,
Object** restarter_frame_function_pointer) {
if (mode != LiveEdit::CURRENTLY_SET_MODE) {
thread_local_.frame_drop_mode_ = mode;
}
thread_local_.break_frame_id_ = new_break_frame_id;
thread_local_.restarter_frame_function_pointer_ =
restarter_frame_function_pointer;
}
bool Debug::IsDebugGlobal(GlobalObject* global) {
return is_loaded() && global == debug_context()->global_object();
}
void Debug::ClearMirrorCache() {
PostponeInterruptsScope postpone(isolate_);
HandleScope scope(isolate_);
ASSERT(isolate_->context() == *Debug::debug_context());
Factory* factory = isolate_->factory();
JSObject::SetProperty(isolate_->global_object(),
factory->NewStringFromAsciiChecked("next_handle_"),
handle(Smi::FromInt(0), isolate_),
NONE,
SLOPPY).Check();
JSObject::SetProperty(isolate_->global_object(),
factory->NewStringFromAsciiChecked("mirror_cache_"),
factory->NewJSArray(0, FAST_ELEMENTS),
NONE,
SLOPPY).Check();
}
Handle<FixedArray> Debug::GetLoadedScripts() {
// Create and fill the script cache when the loaded scripts is requested for
// the first time.
if (script_cache_ == NULL) script_cache_ = new ScriptCache(isolate_);
// Perform GC to get unreferenced scripts evicted from the cache before
// returning the content.
isolate_->heap()->CollectAllGarbage(Heap::kNoGCFlags,
"Debug::GetLoadedScripts");
// Get the scripts from the cache.
return script_cache_->GetScripts();
}
void Debug::RecordEvalCaller(Handle<Script> script) {
script->set_compilation_type(Script::COMPILATION_TYPE_EVAL);
// For eval scripts add information on the function from which eval was
// called.
StackTraceFrameIterator it(script->GetIsolate());
if (!it.done()) {
script->set_eval_from_shared(it.frame()->function()->shared());
Code* code = it.frame()->LookupCode();
int offset = static_cast<int>(
it.frame()->pc() - code->instruction_start());
script->set_eval_from_instructions_offset(Smi::FromInt(offset));
}
}
void Debug::AfterGarbageCollection() {
// Generate events for collected scripts.
if (script_cache_ != NULL) {
script_cache_->ProcessCollectedScripts();
}
}
MaybeHandle<Object> Debug::MakeJSObject(const char* constructor_name,
int argc,
Handle<Object> argv[]) {
ASSERT(isolate_->context() == *debug_context());
// Create the execution state object.
Handle<Object> constructor = Object::GetProperty(
isolate_, isolate_->global_object(), constructor_name).ToHandleChecked();
ASSERT(constructor->IsJSFunction());
if (!constructor->IsJSFunction()) return MaybeHandle<Object>();
// We do not handle interrupts here. In particular, termination interrupts.
PostponeInterruptsScope no_interrupts(isolate_);
return Execution::TryCall(Handle<JSFunction>::cast(constructor),
Handle<JSObject>(debug_context()->global_object()),
argc,
argv);
}
MaybeHandle<Object> Debug::MakeExecutionState() {
// Create the execution state object.
Handle<Object> argv[] = { isolate_->factory()->NewNumberFromInt(break_id()) };
return MakeJSObject("MakeExecutionState", ARRAY_SIZE(argv), argv);
}
MaybeHandle<Object> Debug::MakeBreakEvent(Handle<Object> break_points_hit) {
Handle<Object> exec_state;
if (!MakeExecutionState().ToHandle(&exec_state)) return MaybeHandle<Object>();
// Create the new break event object.
Handle<Object> argv[] = { exec_state, break_points_hit };
return MakeJSObject("MakeBreakEvent", ARRAY_SIZE(argv), argv);
}
MaybeHandle<Object> Debug::MakeExceptionEvent(Handle<Object> exception,
bool uncaught,
Handle<Object> promise) {
Handle<Object> exec_state;
if (!MakeExecutionState().ToHandle(&exec_state)) return MaybeHandle<Object>();
// Create the new exception event object.
Handle<Object> argv[] = { exec_state,
exception,
isolate_->factory()->ToBoolean(uncaught),
promise };
return MakeJSObject("MakeExceptionEvent", ARRAY_SIZE(argv), argv);
}
MaybeHandle<Object> Debug::MakeCompileEvent(Handle<Script> script,
bool before) {
Handle<Object> exec_state;
if (!MakeExecutionState().ToHandle(&exec_state)) return MaybeHandle<Object>();
// Create the compile event object.
Handle<Object> script_wrapper = Script::GetWrapper(script);
Handle<Object> argv[] = { exec_state,
script_wrapper,
isolate_->factory()->ToBoolean(before) };
return MakeJSObject("MakeCompileEvent", ARRAY_SIZE(argv), argv);
}
MaybeHandle<Object> Debug::MakeScriptCollectedEvent(int id) {
Handle<Object> exec_state;
if (!MakeExecutionState().ToHandle(&exec_state)) return MaybeHandle<Object>();
// Create the script collected event object.
Handle<Object> id_object = Handle<Smi>(Smi::FromInt(id), isolate_);
Handle<Object> argv[] = { exec_state, id_object };
return MakeJSObject("MakeScriptCollectedEvent", ARRAY_SIZE(argv), argv);
}
void Debug::OnException(Handle<Object> exception, bool uncaught) {
if (is_entered() || ignore_events()) return;
HandleScope scope(isolate_);
Handle<Object> promise = GetPromiseForUncaughtException();
uncaught |= !promise->IsUndefined();
// Bail out if exception breaks are not active
if (uncaught) {
// Uncaught exceptions are reported by either flags.
if (!(break_on_uncaught_exception_ || break_on_exception_)) return;
} else {
// Caught exceptions are reported is activated.
if (!break_on_exception_) return;
}
// Enter the debugger.
EnterDebugger debugger(isolate_);
if (debugger.FailedToEnter()) return;
// Clear all current stepping setup.
ClearStepping();
// Create the event data object.
Handle<Object> event_data;
// Bail out and don't call debugger if exception.
if (!MakeExceptionEvent(
exception, uncaught, promise).ToHandle(&event_data)) {
return;
}
// Process debug event.
ProcessDebugEvent(v8::Exception, Handle<JSObject>::cast(event_data), false);
// Return to continue execution from where the exception was thrown.
}
void Debug::OnDebugBreak(Handle<Object> break_points_hit,
bool auto_continue) {
// Debugger has already been entered by caller.
ASSERT(isolate_->context() == *debug_context());
// Bail out if there is no listener for this event
if (ignore_events()) return;
HandleScope scope(isolate_);
// Create the event data object.
Handle<Object> event_data;
// Bail out and don't call debugger if exception.
if (!MakeBreakEvent(break_points_hit).ToHandle(&event_data)) return;
// Process debug event.
ProcessDebugEvent(v8::Break,
Handle<JSObject>::cast(event_data),
auto_continue);
}
void Debug::OnBeforeCompile(Handle<Script> script) {
if (is_entered() || ignore_events()) return;
HandleScope scope(isolate_);
// Enter the debugger.
EnterDebugger debugger(isolate_);
if (debugger.FailedToEnter()) return;
// Create the event data object.
Handle<Object> event_data;
// Bail out and don't call debugger if exception.
if (!MakeCompileEvent(script, true).ToHandle(&event_data)) return;
// Process debug event.
ProcessDebugEvent(v8::BeforeCompile,
Handle<JSObject>::cast(event_data),
true);
}
// Handle debugger actions when a new script is compiled.
void Debug::OnAfterCompile(Handle<Script> script,
AfterCompileFlags after_compile_flags) {
// Add the newly compiled script to the script cache.
if (script_cache_ != NULL) script_cache_->Add(script);
// No more to do if not debugging.
if (is_entered() || ignore_events()) return;
HandleScope scope(isolate_);
// Store whether in debugger before entering debugger.
bool in_debugger = is_entered();
// Enter the debugger.
EnterDebugger debugger(isolate_);
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-debugger.js).
Handle<String> update_script_break_points_string =
isolate_->factory()->InternalizeOneByteString(
STATIC_ASCII_VECTOR("UpdateScriptBreakPoints"));
Handle<GlobalObject> debug_global(debug_context()->global_object());
Handle<Object> update_script_break_points =
Object::GetProperty(
debug_global, update_script_break_points_string).ToHandleChecked();
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<Object> wrapper = Script::GetWrapper(script);
// Call UpdateScriptBreakPoints expect no exceptions.
Handle<Object> argv[] = { wrapper };
if (Execution::TryCall(Handle<JSFunction>::cast(update_script_break_points),
isolate_->js_builtins_object(),
ARRAY_SIZE(argv),
argv).is_null()) {
return;
}
// Bail out based on state or if there is no listener for this event
if (in_debugger && (after_compile_flags & SEND_WHEN_DEBUGGING) == 0) return;
// Create the compile state object.
Handle<Object> event_data;
// Bail out and don't call debugger if exception.
if (!MakeCompileEvent(script, false).ToHandle(&event_data)) return;
// Process debug event.
ProcessDebugEvent(v8::AfterCompile, Handle<JSObject>::cast(event_data), true);
}
void Debug::OnScriptCollected(int id) {
if (is_entered() || ignore_events()) return;
HandleScope scope(isolate_);
// Enter the debugger.
EnterDebugger debugger(isolate_);
if (debugger.FailedToEnter()) return;
// Create the script collected state object.
Handle<Object> event_data;
// Bail out and don't call debugger if exception.
if (!MakeScriptCollectedEvent(id).ToHandle(&event_data)) return;
// Process debug event.
ProcessDebugEvent(v8::ScriptCollected,
Handle<JSObject>::cast(event_data),
true);
}
void Debug::ProcessDebugEvent(v8::DebugEvent event,
Handle<JSObject> event_data,
bool auto_continue) {
HandleScope scope(isolate_);
// Create the execution state.
Handle<Object> exec_state;
// Bail out and don't call debugger if exception.
if (!MakeExecutionState().ToHandle(&exec_state)) return;
// First notify the message handler if any.
if (message_handler_ != NULL) {
NotifyMessageHandler(event,
Handle<JSObject>::cast(exec_state),
event_data,
auto_continue);
}
// Notify registered debug event listener. This can be either a C or
// a JavaScript function. Don't call event listener for v8::Break
// here, if it's only a debug command -- they will be processed later.
if ((event != v8::Break || !auto_continue) && !event_listener_.is_null()) {
CallEventCallback(event, exec_state, event_data, NULL);
}
// Process pending debug commands.
if (event == v8::Break) {
while (!event_command_queue_.IsEmpty()) {
CommandMessage command = event_command_queue_.Get();
if (!event_listener_.is_null()) {
CallEventCallback(v8::BreakForCommand,
exec_state,
event_data,
command.client_data());
}
command.Dispose();
}
}
}
void Debug::CallEventCallback(v8::DebugEvent event,
Handle<Object> exec_state,
Handle<Object> event_data,
v8::Debug::ClientData* client_data) {
if (event_listener_->IsForeign()) {
// Invoke the C debug event listener.
v8::Debug::EventCallback callback =
FUNCTION_CAST<v8::Debug::EventCallback>(
Handle<Foreign>::cast(event_listener_)->foreign_address());
EventDetailsImpl event_details(event,
Handle<JSObject>::cast(exec_state),
Handle<JSObject>::cast(event_data),
event_listener_data_,
client_data);
callback(event_details);
ASSERT(!isolate_->has_scheduled_exception());
} else {
// Invoke the JavaScript debug event listener.
ASSERT(event_listener_->IsJSFunction());
Handle<Object> argv[] = { Handle<Object>(Smi::FromInt(event), isolate_),
exec_state,
event_data,
event_listener_data_ };
Execution::TryCall(Handle<JSFunction>::cast(event_listener_),
isolate_->global_object(),
ARRAY_SIZE(argv),
argv);
}
}
Handle<Context> Debug::GetDebugContext() {
EnterDebugger debugger(isolate_);
// The global handle may be destroyed soon after. Return it reboxed.
return handle(*debug_context(), isolate_);
}
void Debug::NotifyMessageHandler(v8::DebugEvent event,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
bool auto_continue) {
// Prevent other interrupts from triggering, for example API callbacks,
// while dispatching message handler callbacks.
PostponeInterruptsScope no_interrupts(isolate_);
ASSERT(is_active_);
HandleScope scope(isolate_);
// Process the individual events.
bool sendEventMessage = false;
switch (event) {
case v8::Break:
case v8::BreakForCommand:
sendEventMessage = !auto_continue;
break;
case v8::Exception:
sendEventMessage = true;
break;
case v8::BeforeCompile:
break;
case v8::AfterCompile:
sendEventMessage = true;
break;
case v8::ScriptCollected:
sendEventMessage = true;
break;
case v8::NewFunction:
break;
default:
UNREACHABLE();
}
// The debug command interrupt flag might have been set when the command was
// added. It should be enough to clear the flag only once while we are in the
// debugger.
ASSERT(is_entered());
isolate_->stack_guard()->ClearDebugCommand();
// Notify the debugger that a debug event has occurred unless auto continue is
// active in which case no event is send.
if (sendEventMessage) {
MessageImpl message = MessageImpl::NewEvent(
event,
auto_continue,
Handle<JSObject>::cast(exec_state),
Handle<JSObject>::cast(event_data));
InvokeMessageHandler(message);
}
// If auto continue don't make the event cause a break, but process messages
// in the queue if any. For script collected events don't even process
// messages in the queue as the execution state might not be what is expected
// by the client.
if ((auto_continue && !has_commands()) || event == v8::ScriptCollected) {
return;
}
// DebugCommandProcessor goes here.
bool running = auto_continue;
Handle<Object> cmd_processor_ctor = Object::GetProperty(
isolate_, exec_state, "debugCommandProcessor").ToHandleChecked();
Handle<Object> ctor_args[] = { isolate_->factory()->ToBoolean(running) };
Handle<Object> cmd_processor = Execution::Call(
isolate_, cmd_processor_ctor, exec_state, 1, ctor_args).ToHandleChecked();
Handle<JSFunction> process_debug_request = Handle<JSFunction>::cast(
Object::GetProperty(
isolate_, cmd_processor, "processDebugRequest").ToHandleChecked());
Handle<Object> is_running = Object::GetProperty(
isolate_, cmd_processor, "isRunning").ToHandleChecked();
// Process requests from the debugger.
do {
// Wait for new command in the queue.
command_received_.Wait();
// Get the command from the queue.
CommandMessage command = command_queue_.Get();
isolate_->logger()->DebugTag(
"Got request from command queue, in interactive loop.");
if (!is_active()) {
// Delete command text and user data.
command.Dispose();
return;
}
Vector<const uc16> command_text(
const_cast<const uc16*>(command.text().start()),
command.text().length());
Handle<String> request_text = isolate_->factory()->NewStringFromTwoByte(
command_text).ToHandleChecked();
Handle<Object> request_args[] = { request_text };
Handle<Object> exception;
Handle<Object> answer_value;
Handle<String> answer;
MaybeHandle<Object> maybe_result = Execution::TryCall(
process_debug_request, cmd_processor, 1, request_args, &exception);
if (maybe_result.ToHandle(&answer_value)) {
if (answer_value->IsUndefined()) {
answer = isolate_->factory()->empty_string();
} else {
answer = Handle<String>::cast(answer_value);
}
// Log the JSON request/response.
if (FLAG_trace_debug_json) {
PrintF("%s\n", request_text->ToCString().get());
PrintF("%s\n", answer->ToCString().get());
}
Handle<Object> is_running_args[] = { answer };
maybe_result = Execution::Call(
isolate_, is_running, cmd_processor, 1, is_running_args);
running = maybe_result.ToHandleChecked()->IsTrue();
} else {
answer = Handle<String>::cast(
Execution::ToString(isolate_, exception).ToHandleChecked());
}
// Return the result.
MessageImpl message = MessageImpl::NewResponse(
event, running, exec_state, event_data, answer, command.client_data());
InvokeMessageHandler(message);
command.Dispose();
// Return from debug event processing if either the VM is put into the
// running state (through a continue command) or auto continue is active
// and there are no more commands queued.
} while (!running || has_commands());
}
void Debug::SetEventListener(Handle<Object> callback,
Handle<Object> data) {
GlobalHandles* global_handles = isolate_->global_handles();
// Remove existing entry.
GlobalHandles::Destroy(event_listener_.location());
event_listener_ = Handle<Object>();
GlobalHandles::Destroy(event_listener_data_.location());
event_listener_data_ = Handle<Object>();
// Set new entry.
if (!callback->IsUndefined() && !callback->IsNull()) {
event_listener_ = global_handles->Create(*callback);
if (data.is_null()) data = isolate_->factory()->undefined_value();
event_listener_data_ = global_handles->Create(*data);
}
UpdateState();
}
void Debug::SetMessageHandler(v8::Debug::MessageHandler handler) {
message_handler_ = handler;
UpdateState();
if (handler == NULL && is_entered()) {
// Send an empty command to the debugger if in a break to make JavaScript
// run again if the debugger is closed.
EnqueueCommandMessage(Vector<const uint16_t>::empty());
}
}
void Debug::UpdateState() {
is_active_ = message_handler_ != NULL || !event_listener_.is_null();
if (is_active_ || is_entered()) {
// Note that the debug context could have already been loaded to
// bootstrap test cases.
isolate_->compilation_cache()->Disable();
is_active_ = Load();
} else if (is_loaded() && !is_active_) {
isolate_->compilation_cache()->Enable();
Unload();
}
}
// Calls the registered debug message handler. This callback is part of the
// public API.
void Debug::InvokeMessageHandler(MessageImpl message) {
if (message_handler_ != NULL) message_handler_(message);
}
// 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.
void Debug::EnqueueCommandMessage(Vector<const uint16_t> command,
v8::Debug::ClientData* client_data) {
// Need to cast away const.
CommandMessage message = CommandMessage::New(
Vector<uint16_t>(const_cast<uint16_t*>(command.start()),
command.length()),
client_data);
isolate_->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 (!is_entered()) isolate_->stack_guard()->RequestDebugCommand();
}
void Debug::EnqueueDebugCommand(v8::Debug::ClientData* client_data) {
CommandMessage message = CommandMessage::New(Vector<uint16_t>(), client_data);
event_command_queue_.Put(message);
// Set the debug command break flag to have the command processed.
if (!is_entered()) isolate_->stack_guard()->RequestDebugCommand();
}
MaybeHandle<Object> Debug::Call(Handle<JSFunction> fun, Handle<Object> data) {
// Enter the debugger.
EnterDebugger debugger(isolate_);
if (debugger.FailedToEnter()) {
return isolate_->factory()->undefined_value();
}
// Create the execution state.
Handle<Object> exec_state;
if (!MakeExecutionState().ToHandle(&exec_state)) {
return isolate_->factory()->undefined_value();
}
Handle<Object> argv[] = { exec_state, data };
return Execution::Call(
isolate_,
fun,
Handle<Object>(debug_context()->global_proxy(), isolate_),
ARRAY_SIZE(argv),
argv);
}
void Debug::HandleDebugBreak() {
// Ignore debug break during bootstrapping.
if (isolate_->bootstrapper()->IsActive()) return;
// Just continue if breaks are disabled.
if (break_disabled_) return;
// Ignore debug break if debugger is not active.
if (!is_active()) return;
StackLimitCheck check(isolate_);
if (check.HasOverflowed()) return;
{ JavaScriptFrameIterator it(isolate_);
ASSERT(!it.done());
Object* fun = it.frame()->function();
if (fun && fun->IsJSFunction()) {
// Don't stop in builtin functions.
if (JSFunction::cast(fun)->IsBuiltin()) return;
GlobalObject* global = JSFunction::cast(fun)->context()->global_object();
// Don't stop in debugger functions.
if (IsDebugGlobal(global)) return;
}
}
// Collect the break state before clearing the flags.
bool debug_command_only = isolate_->stack_guard()->CheckDebugCommand() &&
!isolate_->stack_guard()->CheckDebugBreak();
isolate_->stack_guard()->ClearDebugBreak();
ProcessDebugMessages(debug_command_only);
}
void Debug::ProcessDebugMessages(bool debug_command_only) {
isolate_->stack_guard()->ClearDebugCommand();
StackLimitCheck check(isolate_);
if (check.HasOverflowed()) return;
HandleScope scope(isolate_);
// Enter the debugger. Just continue if we fail to enter the debugger.
EnterDebugger debugger(isolate_);
if (debugger.FailedToEnter()) return;
// Notify the debug event listeners. Indicate auto continue if the break was
// a debug command break.
OnDebugBreak(isolate_->factory()->undefined_value(), debug_command_only);
}
EnterDebugger::EnterDebugger(Isolate* isolate)
: isolate_(isolate),
prev_(isolate_->debug()->debugger_entry()),
save_(isolate_) {
Debug* debug = isolate_->debug();
// Link recursive debugger entry.
debug->thread_local_.debugger_entry_ = this;
// Store the previous break id and frame id.
break_id_ = debug->break_id();
break_frame_id_ = debug->break_frame_id();
// Create the new break info. If there is no JavaScript frames there is no
// break frame id.
JavaScriptFrameIterator it(isolate_);
bool has_js_frames = !it.done();
debug->thread_local_.break_frame_id_ = has_js_frames ? it.frame()->id()
: StackFrame::NO_ID;
debug->SetNextBreakId();
debug->UpdateState();
// Make sure that debugger is loaded and enter the debugger context.
// The previous context is kept in save_.
load_failed_ = !debug->is_loaded();
if (!load_failed_) isolate_->set_context(*debug->debug_context());
}
EnterDebugger::~EnterDebugger() {
Debug* debug = isolate_->debug();
// Restore to the previous break state.
debug->thread_local_.break_frame_id_ = break_frame_id_;
debug->thread_local_.break_id_ = break_id_;
// Check for leaving the debugger.
if (!load_failed_ && prev_ == NULL) {
// Clear mirror cache when leaving the debugger. Skip this if there is a
// pending exception as clearing the mirror cache calls back into
// JavaScript. This can happen if the v8::Debug::Call is used in which
// case the exception should end up in the calling code.
if (!isolate_->has_pending_exception()) debug->ClearMirrorCache();
// If there are commands in the queue when leaving the debugger request
// that these commands are processed.
if (debug->has_commands()) isolate_->stack_guard()->RequestDebugCommand();
}
// Leaving this debugger entry.
debug->thread_local_.debugger_entry_ = prev_;
debug->UpdateState();
}
MessageImpl MessageImpl::NewEvent(DebugEvent event,
bool running,
Handle<JSObject> exec_state,
Handle<JSObject> event_data) {
MessageImpl message(true, event, running,
exec_state, event_data, Handle<String>(), NULL);
return message;
}
MessageImpl MessageImpl::NewResponse(DebugEvent event,
bool running,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
Handle<String> response_json,
v8::Debug::ClientData* client_data) {
MessageImpl message(false, event, running,
exec_state, event_data, response_json, client_data);
return message;
}
MessageImpl::MessageImpl(bool is_event,
DebugEvent event,
bool running,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
Handle<String> response_json,
v8::Debug::ClientData* client_data)
: is_event_(is_event),
event_(event),
running_(running),
exec_state_(exec_state),
event_data_(event_data),
response_json_(response_json),
client_data_(client_data) {}
bool MessageImpl::IsEvent() const {
return is_event_;
}
bool MessageImpl::IsResponse() const {
return !is_event_;
}
DebugEvent MessageImpl::GetEvent() const {
return event_;
}
bool MessageImpl::WillStartRunning() const {
return running_;
}
v8::Handle<v8::Object> MessageImpl::GetExecutionState() const {
return v8::Utils::ToLocal(exec_state_);
}
v8::Isolate* MessageImpl::GetIsolate() const {
return reinterpret_cast<v8::Isolate*>(exec_state_->GetIsolate());
}
v8::Handle<v8::Object> MessageImpl::GetEventData() const {
return v8::Utils::ToLocal(event_data_);
}
v8::Handle<v8::String> MessageImpl::GetJSON() const {
Isolate* isolate = event_data_->GetIsolate();
v8::EscapableHandleScope scope(reinterpret_cast<v8::Isolate*>(isolate));
if (IsEvent()) {
// Call toJSONProtocol on the debug event object.
Handle<Object> fun = Object::GetProperty(
isolate, event_data_, "toJSONProtocol").ToHandleChecked();
if (!fun->IsJSFunction()) {
return v8::Handle<v8::String>();
}
MaybeHandle<Object> maybe_json =
Execution::TryCall(Handle<JSFunction>::cast(fun), event_data_, 0, NULL);
Handle<Object> json;
if (!maybe_json.ToHandle(&json) || !json->IsString()) {
return v8::Handle<v8::String>();
}
return scope.Escape(v8::Utils::ToLocal(Handle<String>::cast(json)));
} else {
return v8::Utils::ToLocal(response_json_);
}
}
v8::Handle<v8::Context> MessageImpl::GetEventContext() const {
Isolate* isolate = event_data_->GetIsolate();
v8::Handle<v8::Context> context = GetDebugEventContext(isolate);
// Isolate::context() may be NULL when "script collected" event occures.
ASSERT(!context.IsEmpty() || event_ == v8::ScriptCollected);
return context;
}
v8::Debug::ClientData* MessageImpl::GetClientData() const {
return client_data_;
}
EventDetailsImpl::EventDetailsImpl(DebugEvent event,
Handle<JSObject> exec_state,
Handle<JSObject> event_data,
Handle<Object> callback_data,
v8::Debug::ClientData* client_data)
: event_(event),
exec_state_(exec_state),
event_data_(event_data),
callback_data_(callback_data),
client_data_(client_data) {}
DebugEvent EventDetailsImpl::GetEvent() const {
return event_;
}
v8::Handle<v8::Object> EventDetailsImpl::GetExecutionState() const {
return v8::Utils::ToLocal(exec_state_);
}
v8::Handle<v8::Object> EventDetailsImpl::GetEventData() const {
return v8::Utils::ToLocal(event_data_);
}
v8::Handle<v8::Context> EventDetailsImpl::GetEventContext() const {
return GetDebugEventContext(exec_state_->GetIsolate());
}
v8::Handle<v8::Value> EventDetailsImpl::GetCallbackData() const {
return v8::Utils::ToLocal(callback_data_);
}
v8::Debug::ClientData* EventDetailsImpl::GetClientData() const {
return client_data_;
}
CommandMessage::CommandMessage() : text_(Vector<uint16_t>::empty()),
client_data_(NULL) {
}
CommandMessage::CommandMessage(const Vector<uint16_t>& text,
v8::Debug::ClientData* data)
: text_(text),
client_data_(data) {
}
void CommandMessage::Dispose() {
text_.Dispose();
delete client_data_;
client_data_ = NULL;
}
CommandMessage CommandMessage::New(const Vector<uint16_t>& command,
v8::Debug::ClientData* data) {
return CommandMessage(command.Clone(), data);
}
CommandMessageQueue::CommandMessageQueue(int size) : start_(0), end_(0),
size_(size) {
messages_ = NewArray<CommandMessage>(size);
}
CommandMessageQueue::~CommandMessageQueue() {
while (!IsEmpty()) Get().Dispose();
DeleteArray(messages_);
}
CommandMessage CommandMessageQueue::Get() {
ASSERT(!IsEmpty());
int result = start_;
start_ = (start_ + 1) % size_;
return messages_[result];
}
void CommandMessageQueue::Put(const CommandMessage& message) {
if ((end_ + 1) % size_ == start_) {
Expand();
}
messages_[end_] = message;
end_ = (end_ + 1) % size_;
}
void CommandMessageQueue::Expand() {
CommandMessageQueue new_queue(size_ * 2);
while (!IsEmpty()) {
new_queue.Put(Get());
}
CommandMessage* 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.
}
LockingCommandMessageQueue::LockingCommandMessageQueue(Logger* logger, int size)
: logger_(logger), queue_(size) {}
bool LockingCommandMessageQueue::IsEmpty() const {
LockGuard<Mutex> lock_guard(&mutex_);
return queue_.IsEmpty();
}
CommandMessage LockingCommandMessageQueue::Get() {
LockGuard<Mutex> lock_guard(&mutex_);
CommandMessage result = queue_.Get();
logger_->DebugEvent("Get", result.text());
return result;
}
void LockingCommandMessageQueue::Put(const CommandMessage& message) {
LockGuard<Mutex> lock_guard(&mutex_);
queue_.Put(message);
logger_->DebugEvent("Put", message.text());
}
void LockingCommandMessageQueue::Clear() {
LockGuard<Mutex> lock_guard(&mutex_);
queue_.Clear();
}
} } // namespace v8::internal