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authorSteve Block <steveblock@google.com>2009-10-30 11:49:00 +0000
committerSteve Block <steveblock@google.com>2009-11-03 17:23:38 +0000
commita7e24c173cf37484693b9abb38e494fa7bd7baeb (patch)
tree4aeefe31292fbed0d94f1b93fe86c51849b001c2 /src/debug.h
parentaf654c46444383e0baed1cb27a4c1d1bdcac8dd9 (diff)
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Move V8 to external/v8
Change-Id: If68025d67453785a651c5dfb34fad298c16676a4
Diffstat (limited to 'src/debug.h')
-rw-r--r--src/debug.h869
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diff --git a/src/debug.h b/src/debug.h
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+// Copyright 2006-2008 the V8 project authors. All rights reserved.
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+//
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following
+// disclaimer in the documentation and/or other materials provided
+// with the distribution.
+// * Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#ifndef V8_DEBUG_H_
+#define V8_DEBUG_H_
+
+#include "assembler.h"
+#include "code-stubs.h"
+#include "debug-agent.h"
+#include "execution.h"
+#include "factory.h"
+#include "hashmap.h"
+#include "platform.h"
+#include "string-stream.h"
+#include "v8threads.h"
+
+#ifdef ENABLE_DEBUGGER_SUPPORT
+#include "../include/v8-debug.h"
+
+namespace v8 {
+namespace internal {
+
+
+// Forward declarations.
+class EnterDebugger;
+
+
+// Step actions. NOTE: These values are in macros.py as well.
+enum StepAction {
+ StepNone = -1, // Stepping not prepared.
+ StepOut = 0, // Step out of the current function.
+ StepNext = 1, // Step to the next statement in the current function.
+ StepIn = 2, // Step into new functions invoked or the next statement
+ // in the current function.
+ StepMin = 3, // Perform a minimum step in the current function.
+ StepInMin = 4 // Step into new functions invoked or perform a minimum step
+ // in the current function.
+};
+
+
+// Type of exception break. NOTE: These values are in macros.py as well.
+enum ExceptionBreakType {
+ BreakException = 0,
+ BreakUncaughtException = 1
+};
+
+
+// Type of exception break. NOTE: These values are in macros.py as well.
+enum BreakLocatorType {
+ ALL_BREAK_LOCATIONS = 0,
+ SOURCE_BREAK_LOCATIONS = 1
+};
+
+
+// Class for iterating through the break points in a function and changing
+// them.
+class BreakLocationIterator {
+ public:
+ explicit BreakLocationIterator(Handle<DebugInfo> debug_info,
+ BreakLocatorType type);
+ virtual ~BreakLocationIterator();
+
+ void Next();
+ void Next(int count);
+ void FindBreakLocationFromAddress(Address pc);
+ void FindBreakLocationFromPosition(int position);
+ void Reset();
+ bool Done() const;
+ void SetBreakPoint(Handle<Object> break_point_object);
+ void ClearBreakPoint(Handle<Object> break_point_object);
+ void SetOneShot();
+ void ClearOneShot();
+ void PrepareStepIn();
+ bool IsExit() const;
+ bool HasBreakPoint();
+ bool IsDebugBreak();
+ Object* BreakPointObjects();
+ void ClearAllDebugBreak();
+
+
+ inline int code_position() { return pc() - debug_info_->code()->entry(); }
+ inline int break_point() { return break_point_; }
+ inline int position() { return position_; }
+ inline int statement_position() { return statement_position_; }
+ inline Address pc() { return reloc_iterator_->rinfo()->pc(); }
+ inline Code* code() { return debug_info_->code(); }
+ inline RelocInfo* rinfo() { return reloc_iterator_->rinfo(); }
+ inline RelocInfo::Mode rmode() const {
+ return reloc_iterator_->rinfo()->rmode();
+ }
+ inline RelocInfo* original_rinfo() {
+ return reloc_iterator_original_->rinfo();
+ }
+ inline RelocInfo::Mode original_rmode() const {
+ return reloc_iterator_original_->rinfo()->rmode();
+ }
+
+ bool IsDebuggerStatement();
+
+ protected:
+ bool RinfoDone() const;
+ void RinfoNext();
+
+ BreakLocatorType type_;
+ int break_point_;
+ int position_;
+ int statement_position_;
+ Handle<DebugInfo> debug_info_;
+ Handle<Code> debug_break_stub_;
+ RelocIterator* reloc_iterator_;
+ RelocIterator* reloc_iterator_original_;
+
+ private:
+ void SetDebugBreak();
+ void ClearDebugBreak();
+
+ void SetDebugBreakAtIC();
+ void ClearDebugBreakAtIC();
+
+ bool IsDebugBreakAtReturn();
+ void SetDebugBreakAtReturn();
+ void ClearDebugBreakAtReturn();
+
+ DISALLOW_COPY_AND_ASSIGN(BreakLocationIterator);
+};
+
+
+// Cache of all script objects in the heap. When a script is added a weak handle
+// to it is created and that weak handle is stored in the cache. The weak handle
+// callback takes care of removing the script from the cache. The key used in
+// the cache is the script id.
+class ScriptCache : private HashMap {
+ public:
+ ScriptCache() : HashMap(ScriptMatch), collected_scripts_(10) {}
+ virtual ~ScriptCache() { Clear(); }
+
+ // Add script to the cache.
+ void Add(Handle<Script> script);
+
+ // Return the scripts in the cache.
+ Handle<FixedArray> GetScripts();
+
+ // Generate debugger events for collected scripts.
+ void ProcessCollectedScripts();
+
+ private:
+ // Calculate the hash value from the key (script id).
+ static uint32_t Hash(int key) { return ComputeIntegerHash(key); }
+
+ // Scripts match if their keys (script id) match.
+ static bool ScriptMatch(void* key1, void* key2) { return key1 == key2; }
+
+ // Clear the cache releasing all the weak handles.
+ void Clear();
+
+ // Weak handle callback for scripts in the cache.
+ static void HandleWeakScript(v8::Persistent<v8::Value> obj, void* data);
+
+ // List used during GC to temporarily store id's of collected scripts.
+ List<int> collected_scripts_;
+};
+
+
+// Linked list holding debug info objects. The debug info objects are kept as
+// weak handles to avoid a debug info object to keep a function alive.
+class DebugInfoListNode {
+ public:
+ explicit DebugInfoListNode(DebugInfo* debug_info);
+ virtual ~DebugInfoListNode();
+
+ DebugInfoListNode* next() { return next_; }
+ void set_next(DebugInfoListNode* next) { next_ = next; }
+ Handle<DebugInfo> debug_info() { return debug_info_; }
+
+ private:
+ // Global (weak) handle to the debug info object.
+ Handle<DebugInfo> debug_info_;
+
+ // Next pointer for linked list.
+ DebugInfoListNode* next_;
+};
+
+
+// This class contains the debugger support. The main purpose is to handle
+// setting break points in the code.
+//
+// This class controls the debug info for all functions which currently have
+// active breakpoints in them. This debug info is held in the heap root object
+// debug_info which is a FixedArray. Each entry in this list is of class
+// DebugInfo.
+class Debug {
+ public:
+ static void Setup(bool create_heap_objects);
+ static bool Load();
+ static void Unload();
+ static bool IsLoaded() { return !debug_context_.is_null(); }
+ static bool InDebugger() { return thread_local_.debugger_entry_ != NULL; }
+ static void PreemptionWhileInDebugger();
+ static void Iterate(ObjectVisitor* v);
+
+ static Object* Break(Arguments args);
+ static void SetBreakPoint(Handle<SharedFunctionInfo> shared,
+ int source_position,
+ Handle<Object> break_point_object);
+ static void ClearBreakPoint(Handle<Object> break_point_object);
+ static void ClearAllBreakPoints();
+ static void FloodWithOneShot(Handle<SharedFunctionInfo> shared);
+ static void FloodHandlerWithOneShot();
+ static void ChangeBreakOnException(ExceptionBreakType type, bool enable);
+ static void PrepareStep(StepAction step_action, int step_count);
+ static void ClearStepping();
+ static bool StepNextContinue(BreakLocationIterator* break_location_iterator,
+ JavaScriptFrame* frame);
+ static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared);
+ static bool HasDebugInfo(Handle<SharedFunctionInfo> shared);
+
+ // Returns whether the operation succeeded.
+ static bool EnsureDebugInfo(Handle<SharedFunctionInfo> shared);
+
+ // Returns true if the current stub call is patched to call the debugger.
+ static bool IsDebugBreak(Address addr);
+ // Returns true if the current return statement has been patched to be
+ // a debugger breakpoint.
+ static bool IsDebugBreakAtReturn(RelocInfo* rinfo);
+
+ // Check whether a code stub with the specified major key is a possible break
+ // point location.
+ static bool IsSourceBreakStub(Code* code);
+ static bool IsBreakStub(Code* code);
+
+ // Find the builtin to use for invoking the debug break
+ static Handle<Code> FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode);
+
+ static Handle<Object> GetSourceBreakLocations(
+ Handle<SharedFunctionInfo> shared);
+
+ // Getter for the debug_context.
+ inline static Handle<Context> debug_context() { return debug_context_; }
+
+ // Check whether a global object is the debug global object.
+ static bool IsDebugGlobal(GlobalObject* global);
+
+ // Fast check to see if any break points are active.
+ inline static bool has_break_points() { return has_break_points_; }
+
+ static void NewBreak(StackFrame::Id break_frame_id);
+ static void SetBreak(StackFrame::Id break_frame_id, int break_id);
+ static StackFrame::Id break_frame_id() {
+ return thread_local_.break_frame_id_;
+ }
+ static int break_id() { return thread_local_.break_id_; }
+
+ static bool StepInActive() { return thread_local_.step_into_fp_ != 0; }
+ static void HandleStepIn(Handle<JSFunction> function,
+ Handle<Object> holder,
+ Address fp,
+ bool is_constructor);
+ static Address step_in_fp() { return thread_local_.step_into_fp_; }
+ static Address* step_in_fp_addr() { return &thread_local_.step_into_fp_; }
+
+ static bool StepOutActive() { return thread_local_.step_out_fp_ != 0; }
+ static Address step_out_fp() { return thread_local_.step_out_fp_; }
+
+ static EnterDebugger* debugger_entry() {
+ return thread_local_.debugger_entry_;
+ }
+ static void set_debugger_entry(EnterDebugger* entry) {
+ thread_local_.debugger_entry_ = entry;
+ }
+
+ // Check whether any of the specified interrupts are pending.
+ static bool is_interrupt_pending(InterruptFlag what) {
+ return (thread_local_.pending_interrupts_ & what) != 0;
+ }
+
+ // Set specified interrupts as pending.
+ static void set_interrupts_pending(InterruptFlag what) {
+ thread_local_.pending_interrupts_ |= what;
+ }
+
+ // Clear specified interrupts from pending.
+ static void clear_interrupt_pending(InterruptFlag what) {
+ thread_local_.pending_interrupts_ &= ~static_cast<int>(what);
+ }
+
+ // Getter and setter for the disable break state.
+ static bool disable_break() { return disable_break_; }
+ static void set_disable_break(bool disable_break) {
+ disable_break_ = disable_break;
+ }
+
+ // Getters for the current exception break state.
+ static bool break_on_exception() { return break_on_exception_; }
+ static bool break_on_uncaught_exception() {
+ return break_on_uncaught_exception_;
+ }
+
+ enum AddressId {
+ k_after_break_target_address,
+ k_debug_break_return_address,
+ k_register_address
+ };
+
+ // Support for setting the address to jump to when returning from break point.
+ static Address* after_break_target_address() {
+ return reinterpret_cast<Address*>(&thread_local_.after_break_target_);
+ }
+
+ // Support for saving/restoring registers when handling debug break calls.
+ static Object** register_address(int r) {
+ return &registers_[r];
+ }
+
+ // Access to the debug break on return code.
+ static Code* debug_break_return() { return debug_break_return_; }
+ static Code** debug_break_return_address() {
+ return &debug_break_return_;
+ }
+
+ static const int kEstimatedNofDebugInfoEntries = 16;
+ static const int kEstimatedNofBreakPointsInFunction = 16;
+
+ static void HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data);
+
+ friend class Debugger;
+ friend Handle<FixedArray> GetDebuggedFunctions(); // In test-debug.cc
+ friend void CheckDebuggerUnloaded(bool check_functions); // In test-debug.cc
+
+ // Threading support.
+ static char* ArchiveDebug(char* to);
+ static char* RestoreDebug(char* from);
+ static int ArchiveSpacePerThread();
+ static void FreeThreadResources() { }
+
+ // Mirror cache handling.
+ static void ClearMirrorCache();
+
+ // Script cache handling.
+ static void CreateScriptCache();
+ static void DestroyScriptCache();
+ static void AddScriptToScriptCache(Handle<Script> script);
+ static Handle<FixedArray> GetLoadedScripts();
+
+ // Garbage collection notifications.
+ static void AfterGarbageCollection();
+
+ // Code generation assumptions.
+ static const int kIa32CallInstructionLength = 5;
+ static const int kIa32JSReturnSequenceLength = 6;
+
+ // The x64 JS return sequence is padded with int3 to make it large
+ // enough to hold a call instruction when the debugger patches it.
+ static const int kX64CallInstructionLength = 13;
+ static const int kX64JSReturnSequenceLength = 13;
+
+ // Code generator routines.
+ static void GenerateLoadICDebugBreak(MacroAssembler* masm);
+ static void GenerateStoreICDebugBreak(MacroAssembler* masm);
+ static void GenerateKeyedLoadICDebugBreak(MacroAssembler* masm);
+ static void GenerateKeyedStoreICDebugBreak(MacroAssembler* masm);
+ static void GenerateConstructCallDebugBreak(MacroAssembler* masm);
+ static void GenerateReturnDebugBreak(MacroAssembler* masm);
+ static void GenerateStubNoRegistersDebugBreak(MacroAssembler* masm);
+
+ // Called from stub-cache.cc.
+ static void GenerateCallICDebugBreak(MacroAssembler* masm);
+
+ private:
+ static bool CompileDebuggerScript(int index);
+ static void ClearOneShot();
+ static void ActivateStepIn(StackFrame* frame);
+ static void ClearStepIn();
+ static void ActivateStepOut(StackFrame* frame);
+ static void ClearStepOut();
+ static void ClearStepNext();
+ // Returns whether the compile succeeded.
+ static bool EnsureCompiled(Handle<SharedFunctionInfo> shared);
+ static void RemoveDebugInfo(Handle<DebugInfo> debug_info);
+ static void SetAfterBreakTarget(JavaScriptFrame* frame);
+ static Handle<Object> CheckBreakPoints(Handle<Object> break_point);
+ static bool CheckBreakPoint(Handle<Object> break_point_object);
+
+ // Global handle to debug context where all the debugger JavaScript code is
+ // loaded.
+ static Handle<Context> debug_context_;
+
+ // Boolean state indicating whether any break points are set.
+ static bool has_break_points_;
+
+ // Cache of all scripts in the heap.
+ static ScriptCache* script_cache_;
+
+ // List of active debug info objects.
+ static DebugInfoListNode* debug_info_list_;
+
+ static bool disable_break_;
+ static bool break_on_exception_;
+ static bool break_on_uncaught_exception_;
+
+ // Per-thread data.
+ class ThreadLocal {
+ public:
+ // Counter for generating next break id.
+ int break_count_;
+
+ // Current break id.
+ int break_id_;
+
+ // Frame id for the frame of the current break.
+ StackFrame::Id break_frame_id_;
+
+ // Step action for last step performed.
+ StepAction last_step_action_;
+
+ // Source statement position from last step next action.
+ int last_statement_position_;
+
+ // Number of steps left to perform before debug event.
+ int step_count_;
+
+ // Frame pointer from last step next action.
+ Address last_fp_;
+
+ // Frame pointer for frame from which step in was performed.
+ Address step_into_fp_;
+
+ // Frame pointer for the frame where debugger should be called when current
+ // step out action is completed.
+ Address step_out_fp_;
+
+ // Storage location for jump when exiting debug break calls.
+ Address after_break_target_;
+
+ // Top debugger entry.
+ EnterDebugger* debugger_entry_;
+
+ // Pending interrupts scheduled while debugging.
+ int pending_interrupts_;
+ };
+
+ // Storage location for registers when handling debug break calls
+ static JSCallerSavedBuffer registers_;
+ static ThreadLocal thread_local_;
+ static void ThreadInit();
+
+ // Code to call for handling debug break on return.
+ static Code* debug_break_return_;
+
+ DISALLOW_COPY_AND_ASSIGN(Debug);
+};
+
+
+// Message delivered to the message handler callback. This is either a debugger
+// event or the response to a command.
+class MessageImpl: public v8::Debug::Message {
+ public:
+ // Create a message object for a debug event.
+ static MessageImpl NewEvent(DebugEvent event,
+ bool running,
+ Handle<JSObject> exec_state,
+ Handle<JSObject> event_data);
+
+ // Create a message object for the response to a debug command.
+ static MessageImpl NewResponse(DebugEvent event,
+ bool running,
+ Handle<JSObject> exec_state,
+ Handle<JSObject> event_data,
+ Handle<String> response_json,
+ v8::Debug::ClientData* client_data);
+
+ // Implementation of interface v8::Debug::Message.
+ virtual bool IsEvent() const;
+ virtual bool IsResponse() const;
+ virtual DebugEvent GetEvent() const;
+ virtual bool WillStartRunning() const;
+ virtual v8::Handle<v8::Object> GetExecutionState() const;
+ virtual v8::Handle<v8::Object> GetEventData() const;
+ virtual v8::Handle<v8::String> GetJSON() const;
+ virtual v8::Handle<v8::Context> GetEventContext() const;
+ virtual v8::Debug::ClientData* GetClientData() const;
+
+ private:
+ 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);
+
+ bool is_event_; // Does this message represent a debug event?
+ DebugEvent event_; // Debug event causing the break.
+ bool running_; // Will the VM start running after this event?
+ Handle<JSObject> exec_state_; // Current execution state.
+ Handle<JSObject> event_data_; // Data associated with the event.
+ Handle<String> response_json_; // Response JSON if message holds a response.
+ v8::Debug::ClientData* client_data_; // Client data passed with the request.
+};
+
+
+// Message send by user to v8 debugger or debugger output message.
+// In addition to command text it may contain a pointer to some user data
+// which are expected to be passed along with the command reponse to message
+// handler.
+class CommandMessage {
+ public:
+ static CommandMessage New(const Vector<uint16_t>& command,
+ v8::Debug::ClientData* data);
+ CommandMessage();
+ ~CommandMessage();
+
+ // Deletes user data and disposes of the text.
+ void Dispose();
+ Vector<uint16_t> text() const { return text_; }
+ v8::Debug::ClientData* client_data() const { return client_data_; }
+ private:
+ CommandMessage(const Vector<uint16_t>& text,
+ v8::Debug::ClientData* data);
+
+ Vector<uint16_t> text_;
+ v8::Debug::ClientData* client_data_;
+};
+
+// A Queue of CommandMessage objects. A thread-safe version is
+// LockingCommandMessageQueue, based on this class.
+class CommandMessageQueue BASE_EMBEDDED {
+ public:
+ explicit CommandMessageQueue(int size);
+ ~CommandMessageQueue();
+ bool IsEmpty() const { return start_ == end_; }
+ CommandMessage Get();
+ void Put(const CommandMessage& message);
+ void Clear() { start_ = end_ = 0; } // Queue is empty after Clear().
+ private:
+ // Doubles the size of the message queue, and copies the messages.
+ void Expand();
+
+ CommandMessage* messages_;
+ int start_;
+ int end_;
+ int size_; // The size of the queue buffer. Queue can hold size-1 messages.
+};
+
+
+// LockingCommandMessageQueue is a thread-safe circular buffer of CommandMessage
+// messages. The message data is not managed by LockingCommandMessageQueue.
+// Pointers to the data are passed in and out. Implemented by adding a
+// Mutex to CommandMessageQueue. Includes logging of all puts and gets.
+class LockingCommandMessageQueue BASE_EMBEDDED {
+ public:
+ explicit LockingCommandMessageQueue(int size);
+ ~LockingCommandMessageQueue();
+ bool IsEmpty() const;
+ CommandMessage Get();
+ void Put(const CommandMessage& message);
+ void Clear();
+ private:
+ CommandMessageQueue queue_;
+ Mutex* lock_;
+ DISALLOW_COPY_AND_ASSIGN(LockingCommandMessageQueue);
+};
+
+
+class Debugger {
+ public:
+ static void DebugRequest(const uint16_t* json_request, int length);
+
+ static Handle<Object> MakeJSObject(Vector<const char> constructor_name,
+ int argc, Object*** argv,
+ bool* caught_exception);
+ static Handle<Object> MakeExecutionState(bool* caught_exception);
+ static Handle<Object> MakeBreakEvent(Handle<Object> exec_state,
+ Handle<Object> break_points_hit,
+ bool* caught_exception);
+ static Handle<Object> MakeExceptionEvent(Handle<Object> exec_state,
+ Handle<Object> exception,
+ bool uncaught,
+ bool* caught_exception);
+ static Handle<Object> MakeNewFunctionEvent(Handle<Object> func,
+ bool* caught_exception);
+ static Handle<Object> MakeCompileEvent(Handle<Script> script,
+ bool before,
+ bool* caught_exception);
+ static Handle<Object> MakeScriptCollectedEvent(int id,
+ bool* caught_exception);
+ static void OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue);
+ static void OnException(Handle<Object> exception, bool uncaught);
+ static void OnBeforeCompile(Handle<Script> script);
+ static void OnAfterCompile(Handle<Script> script,
+ Handle<JSFunction> fun);
+ static void OnNewFunction(Handle<JSFunction> fun);
+ static void OnScriptCollected(int id);
+ static void ProcessDebugEvent(v8::DebugEvent event,
+ Handle<JSObject> event_data,
+ bool auto_continue);
+ static void NotifyMessageHandler(v8::DebugEvent event,
+ Handle<JSObject> exec_state,
+ Handle<JSObject> event_data,
+ bool auto_continue);
+ static void SetEventListener(Handle<Object> callback, Handle<Object> data);
+ static void SetMessageHandler(v8::Debug::MessageHandler2 handler);
+ static void SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler,
+ int period);
+
+ // Invoke the message handler function.
+ static void InvokeMessageHandler(MessageImpl message);
+
+ // Add a debugger command to the command queue.
+ static void ProcessCommand(Vector<const uint16_t> command,
+ v8::Debug::ClientData* client_data = NULL);
+
+ // Check whether there are commands in the command queue.
+ static bool HasCommands();
+
+ static Handle<Object> Call(Handle<JSFunction> fun,
+ Handle<Object> data,
+ bool* pending_exception);
+
+ // Start the debugger agent listening on the provided port.
+ static bool StartAgent(const char* name, int port);
+
+ // Stop the debugger agent.
+ static void StopAgent();
+
+ // Blocks until the agent has started listening for connections
+ static void WaitForAgent();
+
+ // Unload the debugger if possible. Only called when no debugger is currently
+ // active.
+ static void UnloadDebugger();
+
+ inline static bool EventActive(v8::DebugEvent event) {
+ ScopedLock with(debugger_access_);
+
+ // Check whether the message handler was been cleared.
+ if (debugger_unload_pending_) {
+ UnloadDebugger();
+ }
+
+ // Currently argument event is not used.
+ return !compiling_natives_ && Debugger::IsDebuggerActive();
+ }
+
+ static void set_compiling_natives(bool compiling_natives) {
+ Debugger::compiling_natives_ = compiling_natives;
+ }
+ static bool compiling_natives() { return Debugger::compiling_natives_; }
+ static void set_loading_debugger(bool v) { is_loading_debugger_ = v; }
+ static bool is_loading_debugger() { return Debugger::is_loading_debugger_; }
+
+ private:
+ static bool IsDebuggerActive();
+ static void ListenersChanged();
+
+ static Mutex* debugger_access_; // Mutex guarding debugger variables.
+ static Handle<Object> event_listener_; // Global handle to listener.
+ static Handle<Object> event_listener_data_;
+ static bool compiling_natives_; // Are we compiling natives?
+ static bool is_loading_debugger_; // Are we loading the debugger?
+ static bool never_unload_debugger_; // Can we unload the debugger?
+ static v8::Debug::MessageHandler2 message_handler_;
+ static bool debugger_unload_pending_; // Was message handler cleared?
+ static v8::Debug::HostDispatchHandler host_dispatch_handler_;
+ static int host_dispatch_micros_;
+
+ static DebuggerAgent* agent_;
+
+ static const int kQueueInitialSize = 4;
+ static LockingCommandMessageQueue command_queue_;
+ static Semaphore* command_received_; // Signaled for each command received.
+
+ friend class EnterDebugger;
+};
+
+
+// This class is used for entering the debugger. Create an instance in the stack
+// to enter the debugger. This will set the current break state, make sure the
+// debugger is loaded and switch to the debugger context. If the debugger for
+// some reason could not be entered FailedToEnter will return true.
+class EnterDebugger BASE_EMBEDDED {
+ public:
+ EnterDebugger()
+ : prev_(Debug::debugger_entry()),
+ has_js_frames_(!it_.done()) {
+ ASSERT(prev_ != NULL || !Debug::is_interrupt_pending(PREEMPT));
+ ASSERT(prev_ != NULL || !Debug::is_interrupt_pending(DEBUGBREAK));
+
+ // Link recursive debugger entry.
+ Debug::set_debugger_entry(this);
+
+ // Store the previous break id and frame id.
+ break_id_ = Debug::break_id();
+ break_frame_id_ = Debug::break_frame_id();
+
+ // Create the new break info. If there is no JavaScript frames there is no
+ // break frame id.
+ if (has_js_frames_) {
+ Debug::NewBreak(it_.frame()->id());
+ } else {
+ Debug::NewBreak(StackFrame::NO_ID);
+ }
+
+ // Make sure that debugger is loaded and enter the debugger context.
+ load_failed_ = !Debug::Load();
+ if (!load_failed_) {
+ // NOTE the member variable save which saves the previous context before
+ // this change.
+ Top::set_context(*Debug::debug_context());
+ }
+ }
+
+ ~EnterDebugger() {
+ // Restore to the previous break state.
+ Debug::SetBreak(break_frame_id_, break_id_);
+
+ // Check for leaving the debugger.
+ if (prev_ == NULL) {
+ // Clear mirror cache when leaving the debugger. Skip this if there is a
+ // pending exception as clearing the mirror cache calls back into
+ // JavaScript. This can happen if the v8::Debug::Call is used in which
+ // case the exception should end up in the calling code.
+ if (!Top::has_pending_exception()) {
+ // Try to avoid any pending debug break breaking in the clear mirror
+ // cache JavaScript code.
+ if (StackGuard::IsDebugBreak()) {
+ Debug::set_interrupts_pending(DEBUGBREAK);
+ StackGuard::Continue(DEBUGBREAK);
+ }
+ Debug::ClearMirrorCache();
+ }
+
+ // Request preemption and debug break when leaving the last debugger entry
+ // if any of these where recorded while debugging.
+ if (Debug::is_interrupt_pending(PREEMPT)) {
+ // This re-scheduling of preemption is to avoid starvation in some
+ // debugging scenarios.
+ Debug::clear_interrupt_pending(PREEMPT);
+ StackGuard::Preempt();
+ }
+ if (Debug::is_interrupt_pending(DEBUGBREAK)) {
+ Debug::clear_interrupt_pending(DEBUGBREAK);
+ StackGuard::DebugBreak();
+ }
+
+ // If there are commands in the queue when leaving the debugger request
+ // that these commands are processed.
+ if (Debugger::HasCommands()) {
+ StackGuard::DebugCommand();
+ }
+
+ // If leaving the debugger with the debugger no longer active unload it.
+ if (!Debugger::IsDebuggerActive()) {
+ Debugger::UnloadDebugger();
+ }
+ }
+
+ // Leaving this debugger entry.
+ Debug::set_debugger_entry(prev_);
+ }
+
+ // Check whether the debugger could be entered.
+ inline bool FailedToEnter() { return load_failed_; }
+
+ // Check whether there are any JavaScript frames on the stack.
+ inline bool HasJavaScriptFrames() { return has_js_frames_; }
+
+ // Get the active context from before entering the debugger.
+ inline Handle<Context> GetContext() { return save_.context(); }
+
+ private:
+ EnterDebugger* prev_; // Previous debugger entry if entered recursively.
+ JavaScriptFrameIterator it_;
+ const bool has_js_frames_; // Were there any JavaScript frames?
+ StackFrame::Id break_frame_id_; // Previous break frame id.
+ int break_id_; // Previous break id.
+ bool load_failed_; // Did the debugger fail to load?
+ SaveContext save_; // Saves previous context.
+};
+
+
+// Stack allocated class for disabling break.
+class DisableBreak BASE_EMBEDDED {
+ public:
+ // Enter the debugger by storing the previous top context and setting the
+ // current top context to the debugger context.
+ explicit DisableBreak(bool disable_break) {
+ prev_disable_break_ = Debug::disable_break();
+ Debug::set_disable_break(disable_break);
+ }
+ ~DisableBreak() {
+ Debug::set_disable_break(prev_disable_break_);
+ }
+
+ private:
+ // The previous state of the disable break used to restore the value when this
+ // object is destructed.
+ bool prev_disable_break_;
+};
+
+
+// Debug_Address encapsulates the Address pointers used in generating debug
+// code.
+class Debug_Address {
+ public:
+ Debug_Address(Debug::AddressId id, int reg = 0)
+ : id_(id), reg_(reg) {
+ ASSERT(reg == 0 || id == Debug::k_register_address);
+ }
+
+ static Debug_Address AfterBreakTarget() {
+ return Debug_Address(Debug::k_after_break_target_address);
+ }
+
+ static Debug_Address DebugBreakReturn() {
+ return Debug_Address(Debug::k_debug_break_return_address);
+ }
+
+ static Debug_Address Register(int reg) {
+ return Debug_Address(Debug::k_register_address, reg);
+ }
+
+ Address address() const {
+ switch (id_) {
+ case Debug::k_after_break_target_address:
+ return reinterpret_cast<Address>(Debug::after_break_target_address());
+ case Debug::k_debug_break_return_address:
+ return reinterpret_cast<Address>(Debug::debug_break_return_address());
+ case Debug::k_register_address:
+ return reinterpret_cast<Address>(Debug::register_address(reg_));
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+ }
+ private:
+ Debug::AddressId id_;
+ int reg_;
+};
+
+
+} } // namespace v8::internal
+
+#endif // ENABLE_DEBUGGER_SUPPORT
+
+#endif // V8_DEBUG_H_