// 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. #include "v8.h" #include "api.h" #include "arguments.h" #include "bootstrapper.h" #include "code-stubs.h" #include "codegen.h" #include "compilation-cache.h" #include "compiler.h" #include "debug.h" #include "execution.h" #include "global-handles.h" #include "ic.h" #include "ic-inl.h" #include "natives.h" #include "stub-cache.h" #include "log.h" #include "../include/v8-debug.h" namespace v8 { namespace internal { #ifdef ENABLE_DEBUGGER_SUPPORT static void PrintLn(v8::Local<v8::Value> value) { v8::Local<v8::String> s = value->ToString(); char* data = NewArray<char>(s->Length() + 1); if (data == NULL) { V8::FatalProcessOutOfMemory("PrintLn"); return; } s->WriteAscii(data); PrintF("%s\n", data); DeleteArray(data); } static Handle<Code> ComputeCallDebugBreak(int argc) { CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugBreak(argc), Code); } static Handle<Code> ComputeCallDebugPrepareStepIn(int argc) { CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugPrepareStepIn(argc), Code); } 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_; } void BreakLocationIterator::Next() { AssertNoAllocation nogc; 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); } // 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. if (RelocInfo::IsCodeTarget(rmode())) { Address target = original_rinfo()->target_address(); Code* code = Code::GetCodeFromTargetAddress(target); if (code->is_inline_cache_stub() || RelocInfo::IsConstructCall(rmode())) { break_point_++; return; } if (code->kind() == Code::STUB) { if (IsDebuggerStatement()) { break_point_++; return; } if (type_ == ALL_BREAK_LOCATIONS) { if (Debug::IsBreakStub(code)) { break_point_++; return; } } else { ASSERT(type_ == SOURCE_BREAK_LOCATIONS); if (Debug::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(); } else { position_ = 0; } statement_position_ = position_; break_point_++; return; } } } void BreakLocationIterator::Next(int count) { while (count > 0) { Next(); count--; } } // Find the break point closest to the supplied 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) { // Run through all break points to locate the one closest to the source // position. int closest_break_point = 0; int distance = kMaxInt; while (!Done()) { // Check if this break point is closer that what was previously found. if (position <= statement_position() && statement_position() - position < distance) { closest_break_point = break_point(); distance = statement_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()); reloc_iterator_original_ = new RelocIterator(debug_info_->original_code()); // 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 { // 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 { // Patch the IC call. ClearDebugBreakAtIC(); } ASSERT(!IsDebugBreak()); } void BreakLocationIterator::PrepareStepIn() { HandleScope scope; // 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> code(Code::GetCodeFromTargetAddress(target)); if (code->is_call_stub()) { // Step in through IC call is handled by the runtime system. Therefore make // sure that the any current IC is cleared and the runtime system is // called. If the executing code has a debug break at the location change // the call in the original code as it is the code there that will be // executed in place of the debug break call. Handle<Code> stub = ComputeCallDebugPrepareStepIn(code->arguments_count()); if (IsDebugBreak()) { original_rinfo()->set_target_address(stub->entry()); } else { rinfo()->set_target_address(stub->entry()); } } else { #ifdef DEBUG // All the following stuff is needed only for assertion checks so the code // is wrapped in ifdef. Handle<Code> maybe_call_function_stub = 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()) || 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 { return Debug::IsDebugBreak(rinfo()->target_address()); } } 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> 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(Debug::FindDebugBreak(code, mode)); rinfo()->set_target_address(dbgbrk_code->entry()); // For stubs that refer back to an inlined version clear the cached map for // the inlined case to always go through the IC. As long as the break point // is set the patching performed by the runtime system will take place in // the code copy and will therefore have no effect on the running code // keeping it from using the inlined code. if (code->is_keyed_load_stub()) KeyedLoadIC::ClearInlinedVersion(pc()); if (code->is_keyed_store_stub()) KeyedStoreIC::ClearInlinedVersion(pc()); } } void BreakLocationIterator::ClearDebugBreakAtIC() { // Patch the code to the original invoke. rinfo()->set_target_address(original_rinfo()->target_address()); RelocInfo::Mode mode = rmode(); if (RelocInfo::IsCodeTarget(mode)) { Address target = original_rinfo()->target_address(); Handle<Code> code(Code::GetCodeFromTargetAddress(target)); // Restore the inlined version of keyed stores to get back to the // fast case. We need to patch back the keyed store because no // patching happens when running normally. For keyed loads, the // map check will get patched back when running normally after ICs // have been cleared at GC. if (code->is_keyed_store_stub()) KeyedStoreIC::RestoreInlinedVersion(pc()); } } bool BreakLocationIterator::IsDebuggerStatement() { return RelocInfo::DEBUG_BREAK == 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 } bool Debug::has_break_points_ = false; ScriptCache* Debug::script_cache_ = NULL; DebugInfoListNode* Debug::debug_info_list_ = NULL; // 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_.step_into_fp_ = 0; thread_local_.step_out_fp_ = 0; thread_local_.after_break_target_ = 0; thread_local_.debugger_entry_ = NULL; thread_local_.pending_interrupts_ = 0; } JSCallerSavedBuffer Debug::registers_; Debug::ThreadLocal Debug::thread_local_; char* Debug::ArchiveDebug(char* storage) { char* to = storage; memcpy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal)); to += sizeof(ThreadLocal); memcpy(to, reinterpret_cast<char*>(®isters_), sizeof(registers_)); ThreadInit(); ASSERT(to <= storage + ArchiveSpacePerThread()); return storage + ArchiveSpacePerThread(); } char* Debug::RestoreDebug(char* storage) { char* from = storage; memcpy(reinterpret_cast<char*>(&thread_local_), from, sizeof(ThreadLocal)); from += sizeof(ThreadLocal); memcpy(reinterpret_cast<char*>(®isters_), from, sizeof(registers_)); ASSERT(from <= storage + ArchiveSpacePerThread()); return storage + ArchiveSpacePerThread(); } int Debug::ArchiveSpacePerThread() { return sizeof(ThreadLocal) + sizeof(registers_); } // Default break enabled. bool Debug::disable_break_ = false; // Default call debugger on uncaught exception. bool Debug::break_on_exception_ = false; bool Debug::break_on_uncaught_exception_ = true; Handle<Context> Debug::debug_context_ = Handle<Context>(); Code* Debug::debug_break_return_ = NULL; void ScriptCache::Add(Handle<Script> script) { // Create an entry in the hash map for the script. int id = Smi::cast(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((GlobalHandles::Create(*script))); GlobalHandles::MakeWeak(reinterpret_cast<Object**>(script_.location()), this, ScriptCache::HandleWeakScript); entry->value = script_.location(); } Handle<FixedArray> ScriptCache::GetScripts() { 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() { for (int i = 0; i < collected_scripts_.length(); i++) { Debugger::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(v8::Persistent<v8::Value> obj, void* data) { ScriptCache* script_cache = reinterpret_cast<ScriptCache*>(data); // Find the location of the global handle. Script** location = reinterpret_cast<Script**>(Utils::OpenHandle(*obj).location()); ASSERT((*location)->IsScript()); // Remove the entry from the cache. int id = Smi::cast((*location)->id())->value(); script_cache->Remove(reinterpret_cast<void*>(id), Hash(id)); script_cache->collected_scripts_.Add(id); // Clear the weak handle. obj.Dispose(); obj.Clear(); } void Debug::Setup(bool create_heap_objects) { ThreadInit(); if (create_heap_objects) { // Get code to handle debug break on return. debug_break_return_ = Builtins::builtin(Builtins::Return_DebugBreak); ASSERT(debug_break_return_->IsCode()); } } void Debug::HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data) { DebugInfoListNode* node = reinterpret_cast<DebugInfoListNode*>(data); RemoveDebugInfo(node->debug_info()); #ifdef DEBUG node = Debug::debug_info_list_; while (node != NULL) { ASSERT(node != reinterpret_cast<DebugInfoListNode*>(data)); node = node->next(); } #endif } DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) { // Globalize the request debug info object and make it weak. debug_info_ = Handle<DebugInfo>::cast((GlobalHandles::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(int index) { HandleScope scope; // Bail out if the index is invalid. if (index == -1) { return false; } // Find source and name for the requested script. Handle<String> source_code = Bootstrapper::NativesSourceLookup(index); Vector<const char> name = Natives::GetScriptName(index); Handle<String> script_name = Factory::NewStringFromAscii(name); // Compile the script. bool allow_natives_syntax = FLAG_allow_natives_syntax; FLAG_allow_natives_syntax = true; Handle<JSFunction> boilerplate; boilerplate = Compiler::Compile(source_code, script_name, 0, 0, NULL, NULL, Handle<String>::null(), NATIVES_CODE); FLAG_allow_natives_syntax = allow_natives_syntax; // Silently ignore stack overflows during compilation. if (boilerplate.is_null()) { ASSERT(Top::has_pending_exception()); Top::clear_pending_exception(); return false; } // Execute the boilerplate function in the debugger context. Handle<Context> context = Top::global_context(); bool caught_exception = false; Handle<JSFunction> function = Factory::NewFunctionFromBoilerplate(boilerplate, context); Handle<Object> result = Execution::TryCall(function, Handle<Object>(context->global()), 0, NULL, &caught_exception); // Check for caught exceptions. if (caught_exception) { Handle<Object> message = MessageHandler::MakeMessageObject( "error_loading_debugger", NULL, Vector<Handle<Object> >::empty(), Handle<String>()); MessageHandler::ReportMessage(NULL, message); return false; } // Mark this script as native and return successfully. Handle<Script> script(Script::cast(function->shared()->script())); return true; } bool Debug::Load() { // Return if debugger is already loaded. if (IsLoaded()) return true; // Bail out if we're already in the process of compiling the native // JavaScript source code for the debugger. if (Debugger::compiling_natives() || Debugger::is_loading_debugger()) return false; Debugger::set_loading_debugger(true); // Disable breakpoints and interrupts while compiling and running the // debugger scripts including the context creation code. DisableBreak disable(true); PostponeInterruptsScope postpone; // Create the debugger context. HandleScope scope; Handle<Context> context = Bootstrapper::CreateEnvironment(Handle<Object>::null(), v8::Handle<ObjectTemplate>(), NULL); // Use the debugger context. SaveContext save; Top::set_context(*context); // Expose the builtins object in the debugger context. Handle<String> key = Factory::LookupAsciiSymbol("builtins"); Handle<GlobalObject> global = Handle<GlobalObject>(context->global()); SetProperty(global, key, Handle<Object>(global->builtins()), NONE); // Compile the JavaScript for the debugger in the debugger context. Debugger::set_compiling_natives(true); bool caught_exception = !CompileDebuggerScript(Natives::GetIndex("mirror")) || !CompileDebuggerScript(Natives::GetIndex("debug")); Debugger::set_compiling_natives(false); // Make sure we mark the debugger as not loading before we might // return. Debugger::set_loading_debugger(false); // Check for caught exceptions. if (caught_exception) return false; // Debugger loaded. debug_context_ = Handle<Context>::cast(GlobalHandles::Create(*context)); return true; } void Debug::Unload() { // Return debugger is not loaded. if (!IsLoaded()) { return; } // Clear the script cache. DestroyScriptCache(); // Clear debugger context global handle. GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_context_.location())); debug_context_ = Handle<Context>(); } // Set the flag indicating that preemption happened during debugging. void Debug::PreemptionWhileInDebugger() { ASSERT(InDebugger()); Debug::set_interrupts_pending(PREEMPT); } void Debug::Iterate(ObjectVisitor* v) { v->VisitPointer(bit_cast<Object**, Code**>(&(debug_break_return_))); } Object* Debug::Break(Arguments args) { HandleScope scope; ASSERT(args.length() == 0); // Get the top-most JavaScript frame. JavaScriptFrameIterator it; JavaScriptFrame* frame = it.frame(); // Just continue if breaks are disabled or debugger cannot be loaded. if (disable_break() || !Load()) { SetAfterBreakTarget(frame); return Heap::undefined_value(); } // Enter the debugger. EnterDebugger debugger; if (debugger.FailedToEnter()) { return Heap::undefined_value(); } // Postpone interrupt during breakpoint processing. PostponeInterruptsScope postpone; // Get the debug info (create it if it does not exist). Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared()); Handle<DebugInfo> debug_info = GetDebugInfo(shared); // Find the break point where execution has stopped. BreakLocationIterator break_location_iterator(debug_info, ALL_BREAK_LOCATIONS); break_location_iterator.FindBreakLocationFromAddress(frame->pc()); // Check whether step next reached a new statement. if (!StepNextContinue(&break_location_iterator, frame)) { // Decrease steps left if performing multiple steps. if (thread_local_.step_count_ > 0) { thread_local_.step_count_--; } } // If there is one or more real break points check whether any of these are // triggered. Handle<Object> break_points_hit(Heap::undefined_value()); if (break_location_iterator.HasBreakPoint()) { Handle<Object> break_point_objects = Handle<Object>(break_location_iterator.BreakPointObjects()); break_points_hit = CheckBreakPoints(break_point_objects); } // 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 (Debug::StepOutActive() && frame->fp() != Debug::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(); // Notify the debug event listeners. Debugger::OnDebugBreak(break_points_hit, false); } else if (thread_local_.last_step_action_ != StepNone) { // Hold on to last step action as it is cleared by the call to // ClearStepping. StepAction step_action = thread_local_.last_step_action_; int step_count = thread_local_.step_count_; // Clear all current stepping setup. ClearStepping(); // Set up for the remaining steps. PrepareStep(step_action, step_count); } // Install jump to the call address which was overwritten. SetAfterBreakTarget(frame); return Heap::undefined_value(); } // Check the break point objects for whether one or more are actually // triggered. This function returns a JSArray with the break point objects // which is triggered. Handle<Object> Debug::CheckBreakPoints(Handle<Object> break_point_objects) { int break_points_hit_count = 0; Handle<JSArray> break_points_hit = Factory::NewJSArray(1); // If there are multiple break points they are in a FixedArray. ASSERT(!break_point_objects->IsUndefined()); if (break_point_objects->IsFixedArray()) { Handle<FixedArray> array(FixedArray::cast(*break_point_objects)); for (int i = 0; i < array->length(); i++) { Handle<Object> o(array->get(i)); if (CheckBreakPoint(o)) { break_points_hit->SetElement(break_points_hit_count++, *o); } } } else { if (CheckBreakPoint(break_point_objects)) { break_points_hit->SetElement(break_points_hit_count++, *break_point_objects); } } // Return undefined if no break points where triggered. if (break_points_hit_count == 0) { return Factory::undefined_value(); } return break_points_hit; } // Check whether a single break point object is triggered. bool Debug::CheckBreakPoint(Handle<Object> break_point_object) { HandleScope scope; // Ignore check if break point object is not a JSObject. if (!break_point_object->IsJSObject()) return true; // Get the function CheckBreakPoint (defined in debug.js). Handle<JSFunction> check_break_point = Handle<JSFunction>(JSFunction::cast( debug_context()->global()->GetProperty( *Factory::LookupAsciiSymbol("IsBreakPointTriggered")))); // Get the break id as an object. Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id()); // Call HandleBreakPointx. bool caught_exception = false; const int argc = 2; Object** argv[argc] = { break_id.location(), reinterpret_cast<Object**>(break_point_object.location()) }; Handle<Object> result = Execution::TryCall(check_break_point, Top::builtins(), argc, argv, &caught_exception); // If exception or non boolean result handle as not triggered if (caught_exception || !result->IsBoolean()) { return false; } // Return whether the break point is triggered. return *result == Heap::true_value(); } // Check whether the function has debug information. bool Debug::HasDebugInfo(Handle<SharedFunctionInfo> shared) { return !shared->debug_info()->IsUndefined(); } // Return the debug info for this function. EnsureDebugInfo must be called // prior to ensure the debug info has been generated for shared. Handle<DebugInfo> Debug::GetDebugInfo(Handle<SharedFunctionInfo> shared) { ASSERT(HasDebugInfo(shared)); return Handle<DebugInfo>(DebugInfo::cast(shared->debug_info())); } void Debug::SetBreakPoint(Handle<SharedFunctionInfo> shared, int source_position, Handle<Object> break_point_object) { HandleScope scope; if (!EnsureDebugInfo(shared)) { // Return if retrieving debug info failed. return; } Handle<DebugInfo> debug_info = GetDebugInfo(shared); // Source positions starts with zero. ASSERT(source_position >= 0); // Find the break point and change it. BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS); it.FindBreakLocationFromPosition(source_position); it.SetBreakPoint(break_point_object); // At least one active break point now. ASSERT(debug_info->GetBreakPointCount() > 0); } void Debug::ClearBreakPoint(Handle<Object> break_point_object) { HandleScope scope; DebugInfoListNode* node = debug_info_list_; while (node != NULL) { Object* result = DebugInfo::FindBreakPointInfo(node->debug_info(), break_point_object); if (!result->IsUndefined()) { // Get information in the break point. BreakPointInfo* break_point_info = BreakPointInfo::cast(result); Handle<DebugInfo> debug_info = node->debug_info(); Handle<SharedFunctionInfo> shared(debug_info->shared()); int source_position = break_point_info->statement_position()->value(); // Source positions starts with zero. ASSERT(source_position >= 0); // Find the break point and clear it. BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS); it.FindBreakLocationFromPosition(source_position); it.ClearBreakPoint(break_point_object); // If there are no more break points left remove the debug info for this // function. if (debug_info->GetBreakPointCount() == 0) { RemoveDebugInfo(debug_info); } return; } node = node->next(); } } void Debug::ClearAllBreakPoints() { DebugInfoListNode* node = debug_info_list_; while (node != NULL) { // Remove all debug break code. BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS); it.ClearAllDebugBreak(); node = node->next(); } // Remove all debug info. while (debug_info_list_ != NULL) { RemoveDebugInfo(debug_info_list_->debug_info()); } } void Debug::FloodWithOneShot(Handle<SharedFunctionInfo> shared) { // Make sure the function has setup the debug info. if (!EnsureDebugInfo(shared)) { // Return if we failed to retrieve the debug info. return; } // Flood the function with break points. BreakLocationIterator it(GetDebugInfo(shared), ALL_BREAK_LOCATIONS); while (!it.Done()) { it.SetOneShot(); it.Next(); } } void Debug::FloodHandlerWithOneShot() { // Iterate through the JavaScript stack looking for handlers. StackFrame::Id id = break_frame_id(); if (id == StackFrame::NO_ID) { // If there is no JavaScript stack don't do anything. return; } for (JavaScriptFrameIterator it(id); !it.done(); it.Advance()) { JavaScriptFrame* frame = it.frame(); if (frame->HasHandler()) { Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>( JSFunction::cast(frame->function())->shared()); // Flood the function with the catch block with break points FloodWithOneShot(shared); return; } } } void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) { if (type == BreakUncaughtException) { break_on_uncaught_exception_ = enable; } else { break_on_exception_ = enable; } } void Debug::PrepareStep(StepAction step_action, int step_count) { HandleScope scope; ASSERT(Debug::InDebugger()); // Remember this step action and count. thread_local_.last_step_action_ = step_action; 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; } JavaScriptFrameIterator frames_it(id); JavaScriptFrame* frame = frames_it.frame(); // First of all ensure there is one-shot break points in the top handler // if any. FloodHandlerWithOneShot(); // If the function on the top frame is unresolved perform step out. This will // be the case when calling unknown functions and having the debugger stopped // in an unhandled exception. if (!frame->function()->IsJSFunction()) { // Step out: Find the calling JavaScript frame and flood it with // breakpoints. frames_it.Advance(); // Fill the function to return to with one-shot break points. JSFunction* function = JSFunction::cast(frames_it.frame()->function()); FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared())); return; } // Get the debug info (create it if it does not exist). Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared()); if (!EnsureDebugInfo(shared)) { // Return if ensuring debug info failed. return; } Handle<DebugInfo> debug_info = GetDebugInfo(shared); // Find the break location where execution has stopped. BreakLocationIterator it(debug_info, ALL_BREAK_LOCATIONS); it.FindBreakLocationFromAddress(frame->pc()); // Compute whether or not the target is a call target. bool is_call_target = false; bool is_load_or_store = false; bool is_inline_cache_stub = false; Handle<Code> call_function_stub; if (RelocInfo::IsCodeTarget(it.rinfo()->rmode())) { Address target = it.rinfo()->target_address(); Code* code = Code::GetCodeFromTargetAddress(target); if (code->is_call_stub()) { is_call_target = true; } if (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) { // 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); } } // 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() && JSFunction::cast(frames_it.frame()->function())->IsBuiltin()) { 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 = JSFunction::cast(frames_it.frame()->function()); FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared())); // Set target frame pointer. ActivateStepOut(frames_it.frame()); } } else if (!(is_inline_cache_stub || RelocInfo::IsConstructCall(it.rmode()) || !call_function_stub.is_null()) || step_action == StepNext || step_action == StepMin) { // Step next or step min. // Fill the current function with one-shot break points. FloodWithOneShot(shared); // Remember source position and frame to handle step next. thread_local_.last_statement_position_ = debug_info->code()->SourceStatementPosition(frame->pc()); thread_local_.last_fp_ = frame->fp(); } else { // If it's CallFunction stub ensure target function is compiled and flood // it with one shot breakpoints. if (!call_function_stub.is_null()) { // 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( Heap::code_stubs()->SlowReverseLookup(*call_function_stub)); ASSERT(*obj != Heap::undefined_value()); 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 = CallFunctionStub::ExtractArgcFromMinorKey( CodeStub::MinorKeyFromKey(key)); ASSERT(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); if (fun->IsJSFunction()) { Handle<JSFunction> js_function(JSFunction::cast(fun)); // Don't step into builtins. if (!js_function->IsBuiltin()) { // It will also compile target function if it's not compiled yet. FloodWithOneShot(Handle<SharedFunctionInfo>(js_function->shared())); } } } // 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(shared); 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->fp(); } // Step in or Step in min it.PrepareStepIn(); ActivateStepIn(frame); } } // Check whether the current debug break should be reported to the debugger. It // is used to have step next and step in only report break back to the debugger // if on a different frame or in a different statement. In some situations // there will be several break points in the same statement when the code is // flooded with one-shot break points. This function helps to perform several // steps before reporting break back to the debugger. bool Debug::StepNextContinue(BreakLocationIterator* break_location_iterator, JavaScriptFrame* frame) { // If the step last action was step next or step in make sure that a new // statement is hit. if (thread_local_.last_step_action_ == StepNext || thread_local_.last_step_action_ == StepIn) { // Never continue if returning from function. if (break_location_iterator->IsExit()) return false; // Continue if we are still on the same frame and in the same statement. int current_statement_position = break_location_iterator->code()->SourceStatementPosition(frame->pc()); return thread_local_.last_fp_ == frame->fp() && thread_local_.last_statement_position_ == current_statement_position; } // No step next action - don't continue. return false; } // Check whether the code object at the specified address is a debug break code // object. bool Debug::IsDebugBreak(Address addr) { Code* code = Code::GetCodeFromTargetAddress(addr); return code->ic_state() == DEBUG_BREAK; } // Check whether a code stub with the specified major key is a possible break // point location when looking for source break locations. bool Debug::IsSourceBreakStub(Code* code) { CodeStub::Major major_key = code->major_key(); return major_key == CodeStub::CallFunction; } // Check whether a code stub with the specified major key is a possible break // location. bool Debug::IsBreakStub(Code* code) { CodeStub::Major major_key = code->major_key(); return major_key == CodeStub::CallFunction || major_key == CodeStub::StackCheck; } // Find the builtin to use for invoking the debug break Handle<Code> Debug::FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode) { // Find the builtin debug break function matching the calling convention // used by the call site. if (code->is_inline_cache_stub()) { if (code->is_call_stub()) { return ComputeCallDebugBreak(code->arguments_count()); } if (code->is_load_stub()) { return Handle<Code>(Builtins::builtin(Builtins::LoadIC_DebugBreak)); } if (code->is_store_stub()) { return Handle<Code>(Builtins::builtin(Builtins::StoreIC_DebugBreak)); } if (code->is_keyed_load_stub()) { Handle<Code> result = Handle<Code>(Builtins::builtin(Builtins::KeyedLoadIC_DebugBreak)); return result; } if (code->is_keyed_store_stub()) { Handle<Code> result = Handle<Code>(Builtins::builtin(Builtins::KeyedStoreIC_DebugBreak)); return result; } } if (RelocInfo::IsConstructCall(mode)) { Handle<Code> result = Handle<Code>(Builtins::builtin(Builtins::ConstructCall_DebugBreak)); return result; } if (code->kind() == Code::STUB) { ASSERT(code->major_key() == CodeStub::CallFunction || code->major_key() == CodeStub::StackCheck); Handle<Code> result = Handle<Code>(Builtins::builtin(Builtins::StubNoRegisters_DebugBreak)); return result; } UNREACHABLE(); return Handle<Code>::null(); } // Simple function for returning the source positions for active break points. Handle<Object> Debug::GetSourceBreakLocations( Handle<SharedFunctionInfo> shared) { if (!HasDebugInfo(shared)) return Handle<Object>(Heap::undefined_value()); Handle<DebugInfo> debug_info = GetDebugInfo(shared); if (debug_info->GetBreakPointCount() == 0) { return Handle<Object>(Heap::undefined_value()); } Handle<FixedArray> locations = Factory::NewFixedArray(debug_info->GetBreakPointCount()); int count = 0; for (int i = 0; i < debug_info->break_points()->length(); i++) { if (!debug_info->break_points()->get(i)->IsUndefined()) { BreakPointInfo* break_point_info = BreakPointInfo::cast(debug_info->break_points()->get(i)); if (break_point_info->GetBreakPointCount() > 0) { locations->set(count++, break_point_info->statement_position()); } } } return locations; } void Debug::NewBreak(StackFrame::Id break_frame_id) { thread_local_.break_frame_id_ = break_frame_id; thread_local_.break_id_ = ++thread_local_.break_count_; } void Debug::SetBreak(StackFrame::Id break_frame_id, int break_id) { thread_local_.break_frame_id_ = break_frame_id; thread_local_.break_id_ = break_id; } // Handle stepping into a function. void Debug::HandleStepIn(Handle<JSFunction> function, Handle<Object> holder, Address fp, bool is_constructor) { // If the frame pointer is not supplied by the caller find it. if (fp == 0) { StackFrameIterator it; it.Advance(); // For constructor functions skip another frame. if (is_constructor) { ASSERT(it.frame()->is_construct()); it.Advance(); } fp = it.frame()->fp(); } // Flood the function with one-shot break points if it is called from where // step into was requested. if (fp == Debug::step_in_fp()) { // Don't allow step into functions in the native context. if (!function->IsBuiltin()) { if (function->shared()->code() == Builtins::builtin(Builtins::FunctionApply) || function->shared()->code() == Builtins::builtin(Builtins::FunctionCall)) { // Handle function.apply and function.call separately to flood the // function to be called and not the code for Builtins::FunctionApply or // Builtins::FunctionCall. The receiver of call/apply is the target // function. if (!holder.is_null() && holder->IsJSFunction() && !JSFunction::cast(*holder)->IsBuiltin()) { Handle<SharedFunctionInfo> shared_info( JSFunction::cast(*holder)->shared()); Debug::FloodWithOneShot(shared_info); } } else { Debug::FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared())); } } } } 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->fp(); } void Debug::ClearStepIn() { thread_local_.step_into_fp_ = 0; } void Debug::ActivateStepOut(StackFrame* frame) { ASSERT(!StepInActive()); thread_local_.step_out_fp_ = frame->fp(); } 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; } // Ensures the debug information is present for shared. bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared) { // Return if we already have the debug info for shared. if (HasDebugInfo(shared)) return true; // Ensure shared in compiled. Return false if this failed. if (!EnsureCompiled(shared, CLEAR_EXCEPTION)) return false; // Create the debug info object. Handle<DebugInfo> debug_info = Factory::NewDebugInfo(shared); // Add debug info to the list. DebugInfoListNode* node = new DebugInfoListNode(*debug_info); node->set_next(debug_info_list_); debug_info_list_ = node; // Now there is at least one break point. has_break_points_ = true; return true; } void Debug::RemoveDebugInfo(Handle<DebugInfo> debug_info) { ASSERT(debug_info_list_ != NULL); // Run through the debug info objects to find this one and remove it. DebugInfoListNode* prev = NULL; DebugInfoListNode* current = debug_info_list_; while (current != NULL) { if (*current->debug_info() == *debug_info) { // Unlink from list. If prev is NULL we are looking at the first element. if (prev == NULL) { debug_info_list_ = current->next(); } else { prev->set_next(current->next()); } current->debug_info()->shared()->set_debug_info(Heap::undefined_value()); delete current; // If there are no more debug info objects there are not more break // points. has_break_points_ = debug_info_list_ != NULL; return; } // Move to next in list. prev = current; current = current->next(); } UNREACHABLE(); } void Debug::SetAfterBreakTarget(JavaScriptFrame* frame) { HandleScope scope; // Get the executing function in which the debug break occurred. Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared()); if (!EnsureDebugInfo(shared)) { // Return if we failed to retrieve the debug info. return; } Handle<DebugInfo> debug_info = GetDebugInfo(shared); Handle<Code> code(debug_info->code()); Handle<Code> original_code(debug_info->original_code()); #ifdef DEBUG // Get the code which is actually executing. Handle<Code> frame_code(frame->code()); ASSERT(frame_code.is_identical_to(code)); #endif // Find the call address in the running code. This address holds the call to // either a DebugBreakXXX or to the debug break return entry code if the // break point is still active after processing the break point. Address addr = frame->pc() - Assembler::kCallTargetAddressOffset; // Check if the location is at JS exit. bool at_js_return = false; bool break_at_js_return_active = false; RelocIterator it(debug_info->code()); while (!it.done()) { if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) { at_js_return = (it.rinfo()->pc() == addr - Assembler::kPatchReturnSequenceAddressOffset); break_at_js_return_active = it.rinfo()->IsPatchedReturnSequence(); } 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. thread_local_.after_break_target_ = addr - Assembler::kPatchReturnSequenceAddressOffset; } else { // Check if there still is a debug break call at the target address. If the // break point has been removed it will have disappeared. If it have // disappeared don't try to look in the original code as the running code // will have the right address. This takes care of the case where the last // break point is removed from the function and therefore no "original code" // is available. If the debug break call is still there find the address in // the original code. if (IsDebugBreak(Assembler::target_address_at(addr))) { // If the break point is still there find the call address which was // overwritten in the original code by the call to DebugBreakXXX. // Find the corresponding address in the original code. addr += original_code->instruction_start() - code->instruction_start(); } // Install jump to the call address in the original code. This will be the // call which was overwritten by the call to DebugBreakXXX. thread_local_.after_break_target_ = Assembler::target_address_at(addr); } } bool Debug::IsDebugGlobal(GlobalObject* global) { return IsLoaded() && global == Debug::debug_context()->global(); } void Debug::ClearMirrorCache() { HandleScope scope; ASSERT(Top::context() == *Debug::debug_context()); // Clear the mirror cache. Handle<String> function_name = Factory::LookupSymbol(CStrVector("ClearMirrorCache")); Handle<Object> fun(Top::global()->GetProperty(*function_name)); ASSERT(fun->IsJSFunction()); bool caught_exception; Handle<Object> js_object = Execution::TryCall( Handle<JSFunction>::cast(fun), Handle<JSObject>(Debug::debug_context()->global()), 0, NULL, &caught_exception); } void Debug::CreateScriptCache() { HandleScope scope; // 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(false); Heap::CollectAllGarbage(false); ASSERT(script_cache_ == NULL); script_cache_ = new ScriptCache(); // Scan heap for Script objects. int count = 0; HeapIterator iterator; for (HeapObject* obj = iterator.next(); obj != NULL; obj = iterator.next()) { if (obj->IsScript() && Script::cast(obj)->HasValidSource()) { script_cache_->Add(Handle<Script>(Script::cast(obj))); count++; } } } void Debug::DestroyScriptCache() { // Get rid of the script cache if it was created. if (script_cache_ != NULL) { delete script_cache_; script_cache_ = NULL; } } void Debug::AddScriptToScriptCache(Handle<Script> script) { if (script_cache_ != NULL) { script_cache_->Add(script); } } Handle<FixedArray> Debug::GetLoadedScripts() { // Create and fill the script cache when the loaded scripts is requested for // the first time. if (script_cache_ == NULL) { CreateScriptCache(); } // If the script cache is not active just return an empty array. ASSERT(script_cache_ != NULL); if (script_cache_ == NULL) { Factory::NewFixedArray(0); } // Perform GC to get unreferenced scripts evicted from the cache before // returning the content. Heap::CollectAllGarbage(false); // Get the scripts from the cache. return script_cache_->GetScripts(); } void Debug::AfterGarbageCollection() { // Generate events for collected scripts. if (script_cache_ != NULL) { script_cache_->ProcessCollectedScripts(); } } Mutex* Debugger::debugger_access_ = OS::CreateMutex(); Handle<Object> Debugger::event_listener_ = Handle<Object>(); Handle<Object> Debugger::event_listener_data_ = Handle<Object>(); bool Debugger::compiling_natives_ = false; bool Debugger::is_loading_debugger_ = false; bool Debugger::never_unload_debugger_ = false; v8::Debug::MessageHandler2 Debugger::message_handler_ = NULL; bool Debugger::debugger_unload_pending_ = false; v8::Debug::HostDispatchHandler Debugger::host_dispatch_handler_ = NULL; Mutex* Debugger::dispatch_handler_access_ = OS::CreateMutex(); v8::Debug::DebugMessageDispatchHandler Debugger::debug_message_dispatch_handler_ = NULL; MessageDispatchHelperThread* Debugger::message_dispatch_helper_thread_ = NULL; int Debugger::host_dispatch_micros_ = 100 * 1000; DebuggerAgent* Debugger::agent_ = NULL; LockingCommandMessageQueue Debugger::command_queue_(kQueueInitialSize); Semaphore* Debugger::command_received_ = OS::CreateSemaphore(0); Handle<Object> Debugger::MakeJSObject(Vector<const char> constructor_name, int argc, Object*** argv, bool* caught_exception) { ASSERT(Top::context() == *Debug::debug_context()); // Create the execution state object. Handle<String> constructor_str = Factory::LookupSymbol(constructor_name); Handle<Object> constructor(Top::global()->GetProperty(*constructor_str)); ASSERT(constructor->IsJSFunction()); if (!constructor->IsJSFunction()) { *caught_exception = true; return Factory::undefined_value(); } Handle<Object> js_object = Execution::TryCall( Handle<JSFunction>::cast(constructor), Handle<JSObject>(Debug::debug_context()->global()), argc, argv, caught_exception); return js_object; } Handle<Object> Debugger::MakeExecutionState(bool* caught_exception) { // Create the execution state object. Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id()); const int argc = 1; Object** argv[argc] = { break_id.location() }; return MakeJSObject(CStrVector("MakeExecutionState"), argc, argv, caught_exception); } Handle<Object> Debugger::MakeBreakEvent(Handle<Object> exec_state, Handle<Object> break_points_hit, bool* caught_exception) { // Create the new break event object. const int argc = 2; Object** argv[argc] = { exec_state.location(), break_points_hit.location() }; return MakeJSObject(CStrVector("MakeBreakEvent"), argc, argv, caught_exception); } Handle<Object> Debugger::MakeExceptionEvent(Handle<Object> exec_state, Handle<Object> exception, bool uncaught, bool* caught_exception) { // Create the new exception event object. const int argc = 3; Object** argv[argc] = { exec_state.location(), exception.location(), uncaught ? Factory::true_value().location() : Factory::false_value().location()}; return MakeJSObject(CStrVector("MakeExceptionEvent"), argc, argv, caught_exception); } Handle<Object> Debugger::MakeNewFunctionEvent(Handle<Object> function, bool* caught_exception) { // Create the new function event object. const int argc = 1; Object** argv[argc] = { function.location() }; return MakeJSObject(CStrVector("MakeNewFunctionEvent"), argc, argv, caught_exception); } Handle<Object> Debugger::MakeCompileEvent(Handle<Script> script, bool before, bool* caught_exception) { // Create the compile event object. Handle<Object> exec_state = MakeExecutionState(caught_exception); Handle<Object> script_wrapper = GetScriptWrapper(script); const int argc = 3; Object** argv[argc] = { exec_state.location(), script_wrapper.location(), before ? Factory::true_value().location() : Factory::false_value().location() }; return MakeJSObject(CStrVector("MakeCompileEvent"), argc, argv, caught_exception); } Handle<Object> Debugger::MakeScriptCollectedEvent(int id, bool* caught_exception) { // Create the script collected event object. Handle<Object> exec_state = MakeExecutionState(caught_exception); Handle<Object> id_object = Handle<Smi>(Smi::FromInt(id)); const int argc = 2; Object** argv[argc] = { exec_state.location(), id_object.location() }; return MakeJSObject(CStrVector("MakeScriptCollectedEvent"), argc, argv, caught_exception); } void Debugger::OnException(Handle<Object> exception, bool uncaught) { HandleScope scope; // Bail out based on state or if there is no listener for this event if (Debug::InDebugger()) return; if (!Debugger::EventActive(v8::Exception)) return; // Bail out if exception breaks are not active if (uncaught) { // Uncaught exceptions are reported by either flags. if (!(Debug::break_on_uncaught_exception() || Debug::break_on_exception())) return; } else { // Caught exceptions are reported is activated. if (!Debug::break_on_exception()) return; } // Enter the debugger. EnterDebugger debugger; if (debugger.FailedToEnter()) return; // Clear all current stepping setup. Debug::ClearStepping(); // Create the event data object. bool caught_exception = false; Handle<Object> exec_state = MakeExecutionState(&caught_exception); Handle<Object> event_data; if (!caught_exception) { event_data = MakeExceptionEvent(exec_state, exception, uncaught, &caught_exception); } // Bail out and don't call debugger if exception. if (caught_exception) { return; } // Process debug event. ProcessDebugEvent(v8::Exception, Handle<JSObject>::cast(event_data), false); // Return to continue execution from where the exception was thrown. } void Debugger::OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue) { HandleScope scope; // Debugger has already been entered by caller. ASSERT(Top::context() == *Debug::debug_context()); // Bail out if there is no listener for this event if (!Debugger::EventActive(v8::Break)) return; // Debugger must be entered in advance. ASSERT(Top::context() == *Debug::debug_context()); // Create the event data object. bool caught_exception = false; Handle<Object> exec_state = MakeExecutionState(&caught_exception); Handle<Object> event_data; if (!caught_exception) { event_data = MakeBreakEvent(exec_state, break_points_hit, &caught_exception); } // Bail out and don't call debugger if exception. if (caught_exception) { return; } // Process debug event. ProcessDebugEvent(v8::Break, Handle<JSObject>::cast(event_data), auto_continue); } void Debugger::OnBeforeCompile(Handle<Script> script) { HandleScope scope; // Bail out based on state or if there is no listener for this event if (Debug::InDebugger()) return; if (compiling_natives()) return; if (!EventActive(v8::BeforeCompile)) return; // Enter the debugger. EnterDebugger debugger; if (debugger.FailedToEnter()) return; // Create the event data object. bool caught_exception = false; Handle<Object> event_data = MakeCompileEvent(script, true, &caught_exception); // Bail out and don't call debugger if exception. if (caught_exception) { return; } // Process debug event. ProcessDebugEvent(v8::BeforeCompile, Handle<JSObject>::cast(event_data), true); } // Handle debugger actions when a new script is compiled. void Debugger::OnAfterCompile(Handle<Script> script, Handle<JSFunction> fun) { HandleScope scope; // Add the newly compiled script to the script cache. Debug::AddScriptToScriptCache(script); // No more to do if not debugging. if (!IsDebuggerActive()) return; // No compile events while compiling natives. if (compiling_natives()) return; // Store whether in debugger before entering debugger. bool in_debugger = Debug::InDebugger(); // Enter the debugger. EnterDebugger debugger; if (debugger.FailedToEnter()) return; // If debugging there might be script break points registered for this // script. Make sure that these break points are set. // Get the function UpdateScriptBreakPoints (defined in debug-debugger.js). Handle<Object> update_script_break_points = Handle<Object>(Debug::debug_context()->global()->GetProperty( *Factory::LookupAsciiSymbol("UpdateScriptBreakPoints"))); if (!update_script_break_points->IsJSFunction()) { return; } ASSERT(update_script_break_points->IsJSFunction()); // Wrap the script object in a proper JS object before passing it // to JavaScript. Handle<JSValue> wrapper = GetScriptWrapper(script); // Call UpdateScriptBreakPoints expect no exceptions. bool caught_exception = false; const int argc = 1; Object** argv[argc] = { reinterpret_cast<Object**>(wrapper.location()) }; Handle<Object> result = Execution::TryCall( Handle<JSFunction>::cast(update_script_break_points), Top::builtins(), argc, argv, &caught_exception); if (caught_exception) { return; } // Bail out based on state or if there is no listener for this event if (in_debugger) return; if (!Debugger::EventActive(v8::AfterCompile)) return; // Create the compile state object. Handle<Object> event_data = MakeCompileEvent(script, false, &caught_exception); // Bail out and don't call debugger if exception. if (caught_exception) { return; } // Process debug event. ProcessDebugEvent(v8::AfterCompile, Handle<JSObject>::cast(event_data), true); } void Debugger::OnNewFunction(Handle<JSFunction> function) { return; HandleScope scope; // Bail out based on state or if there is no listener for this event if (Debug::InDebugger()) return; if (compiling_natives()) return; if (!Debugger::EventActive(v8::NewFunction)) return; // Enter the debugger. EnterDebugger debugger; if (debugger.FailedToEnter()) return; // Create the event object. bool caught_exception = false; Handle<Object> event_data = MakeNewFunctionEvent(function, &caught_exception); // Bail out and don't call debugger if exception. if (caught_exception) { return; } // Process debug event. ProcessDebugEvent(v8::NewFunction, Handle<JSObject>::cast(event_data), true); } void Debugger::OnScriptCollected(int id) { HandleScope scope; // No more to do if not debugging. if (!IsDebuggerActive()) return; if (!Debugger::EventActive(v8::ScriptCollected)) return; // Enter the debugger. EnterDebugger debugger; if (debugger.FailedToEnter()) return; // Create the script collected state object. bool caught_exception = false; Handle<Object> event_data = MakeScriptCollectedEvent(id, &caught_exception); // Bail out and don't call debugger if exception. if (caught_exception) { return; } // Process debug event. ProcessDebugEvent(v8::ScriptCollected, Handle<JSObject>::cast(event_data), true); } void Debugger::ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data, bool auto_continue) { HandleScope scope; // Clear any pending debug break if this is a real break. if (!auto_continue) { Debug::clear_interrupt_pending(DEBUGBREAK); } // Create the execution state. bool caught_exception = false; Handle<Object> exec_state = MakeExecutionState(&caught_exception); if (caught_exception) { return; } // First notify the message handler if any. if (message_handler_ != NULL) { NotifyMessageHandler(event, Handle<JSObject>::cast(exec_state), event_data, auto_continue); } // Notify registered debug event listener. This can be either a C or a // JavaScript function. if (!event_listener_.is_null()) { if (event_listener_->IsProxy()) { // C debug event listener. Handle<Proxy> callback_obj(Handle<Proxy>::cast(event_listener_)); v8::Debug::EventCallback callback = FUNCTION_CAST<v8::Debug::EventCallback>(callback_obj->proxy()); callback(event, v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state)), v8::Utils::ToLocal(event_data), v8::Utils::ToLocal(Handle<Object>::cast(event_listener_data_))); } else { // JavaScript debug event listener. ASSERT(event_listener_->IsJSFunction()); Handle<JSFunction> fun(Handle<JSFunction>::cast(event_listener_)); // Invoke the JavaScript debug event listener. const int argc = 4; Object** argv[argc] = { Handle<Object>(Smi::FromInt(event)).location(), exec_state.location(), Handle<Object>::cast(event_data).location(), event_listener_data_.location() }; Handle<Object> result = Execution::TryCall(fun, Top::global(), argc, argv, &caught_exception); // Silently ignore exceptions from debug event listeners. } } } void Debugger::UnloadDebugger() { // Make sure that there are no breakpoints left. Debug::ClearAllBreakPoints(); // Unload the debugger if feasible. if (!never_unload_debugger_) { Debug::Unload(); } // Clear the flag indicating that the debugger should be unloaded. debugger_unload_pending_ = false; } void Debugger::NotifyMessageHandler(v8::DebugEvent event, Handle<JSObject> exec_state, Handle<JSObject> event_data, bool auto_continue) { HandleScope scope; if (!Debug::Load()) return; // Process the individual events. bool sendEventMessage = false; switch (event) { case v8::Break: 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(Debug::InDebugger()); StackGuard::Continue(DEBUGCOMMAND); // 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 && !HasCommands()) || event == v8::ScriptCollected) { return; } v8::TryCatch try_catch; // DebugCommandProcessor goes here. v8::Local<v8::Object> cmd_processor; { v8::Local<v8::Object> api_exec_state = v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state)); v8::Local<v8::String> fun_name = v8::String::New("debugCommandProcessor"); v8::Local<v8::Function> fun = v8::Function::Cast(*api_exec_state->Get(fun_name)); v8::Handle<v8::Boolean> running = auto_continue ? v8::True() : v8::False(); static const int kArgc = 1; v8::Handle<Value> argv[kArgc] = { running }; cmd_processor = v8::Object::Cast(*fun->Call(api_exec_state, kArgc, argv)); if (try_catch.HasCaught()) { PrintLn(try_catch.Exception()); return; } } bool running = auto_continue; // Process requests from the debugger. while (true) { // Wait for new command in the queue. if (Debugger::host_dispatch_handler_) { // In case there is a host dispatch - do periodic dispatches. if (!command_received_->Wait(host_dispatch_micros_)) { // Timout expired, do the dispatch. Debugger::host_dispatch_handler_(); continue; } } else { // In case there is no host dispatch - just wait. command_received_->Wait(); } // Get the command from the queue. CommandMessage command = command_queue_.Get(); Logger::DebugTag("Got request from command queue, in interactive loop."); if (!Debugger::IsDebuggerActive()) { // Delete command text and user data. command.Dispose(); return; } // Invoke JavaScript to process the debug request. v8::Local<v8::String> fun_name; v8::Local<v8::Function> fun; v8::Local<v8::Value> request; v8::TryCatch try_catch; fun_name = v8::String::New("processDebugRequest"); fun = v8::Function::Cast(*cmd_processor->Get(fun_name)); request = v8::String::New(command.text().start(), command.text().length()); static const int kArgc = 1; v8::Handle<Value> argv[kArgc] = { request }; v8::Local<v8::Value> response_val = fun->Call(cmd_processor, kArgc, argv); // Get the response. v8::Local<v8::String> response; if (!try_catch.HasCaught()) { // Get response string. if (!response_val->IsUndefined()) { response = v8::String::Cast(*response_val); } else { response = v8::String::New(""); } // Log the JSON request/response. if (FLAG_trace_debug_json) { PrintLn(request); PrintLn(response); } // Get the running state. fun_name = v8::String::New("isRunning"); fun = v8::Function::Cast(*cmd_processor->Get(fun_name)); static const int kArgc = 1; v8::Handle<Value> argv[kArgc] = { response }; v8::Local<v8::Value> running_val = fun->Call(cmd_processor, kArgc, argv); if (!try_catch.HasCaught()) { running = running_val->ToBoolean()->Value(); } } else { // In case of failure the result text is the exception text. response = try_catch.Exception()->ToString(); } // Return the result. MessageImpl message = MessageImpl::NewResponse( event, running, Handle<JSObject>::cast(exec_state), Handle<JSObject>::cast(event_data), Handle<String>(Utils::OpenHandle(*response)), command.client_data()); InvokeMessageHandler(message); command.Dispose(); // Return from debug event processing if either the VM is put into the // runnning state (through a continue command) or auto continue is active // and there are no more commands queued. if (running && !HasCommands()) { return; } } } void Debugger::SetEventListener(Handle<Object> callback, Handle<Object> data) { HandleScope scope; // Clear the global handles for the event listener and the event listener data // object. if (!event_listener_.is_null()) { GlobalHandles::Destroy( reinterpret_cast<Object**>(event_listener_.location())); event_listener_ = Handle<Object>(); } if (!event_listener_data_.is_null()) { GlobalHandles::Destroy( reinterpret_cast<Object**>(event_listener_data_.location())); event_listener_data_ = Handle<Object>(); } // If there is a new debug event listener register it together with its data // object. if (!callback->IsUndefined() && !callback->IsNull()) { event_listener_ = Handle<Object>::cast(GlobalHandles::Create(*callback)); if (data.is_null()) { data = Factory::undefined_value(); } event_listener_data_ = Handle<Object>::cast(GlobalHandles::Create(*data)); } ListenersChanged(); } void Debugger::SetMessageHandler(v8::Debug::MessageHandler2 handler) { ScopedLock with(debugger_access_); message_handler_ = handler; ListenersChanged(); if (handler == NULL) { // Send an empty command to the debugger if in a break to make JavaScript // run again if the debugger is closed. if (Debug::InDebugger()) { ProcessCommand(Vector<const uint16_t>::empty()); } } } void Debugger::ListenersChanged() { if (IsDebuggerActive()) { // Disable the compilation cache when the debugger is active. CompilationCache::Disable(); debugger_unload_pending_ = false; } else { CompilationCache::Enable(); // Unload the debugger if event listener and message handler cleared. // Schedule this for later, because we may be in non-V8 thread. debugger_unload_pending_ = true; } } void Debugger::SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler, int period) { host_dispatch_handler_ = handler; host_dispatch_micros_ = period * 1000; } void Debugger::SetDebugMessageDispatchHandler( v8::Debug::DebugMessageDispatchHandler handler, bool provide_locker) { ScopedLock with(dispatch_handler_access_); debug_message_dispatch_handler_ = handler; if (provide_locker && message_dispatch_helper_thread_ == NULL) { message_dispatch_helper_thread_ = new MessageDispatchHelperThread; message_dispatch_helper_thread_->Start(); } } // Calls the registered debug message handler. This callback is part of the // public API. void Debugger::InvokeMessageHandler(MessageImpl message) { ScopedLock with(debugger_access_); 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 Debugger::ProcessCommand(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); Logger::DebugTag("Put command on command_queue."); command_queue_.Put(message); command_received_->Signal(); // Set the debug command break flag to have the command processed. if (!Debug::InDebugger()) { StackGuard::DebugCommand(); } MessageDispatchHelperThread* dispatch_thread; { ScopedLock with(dispatch_handler_access_); dispatch_thread = message_dispatch_helper_thread_; } if (dispatch_thread == NULL) { CallMessageDispatchHandler(); } else { dispatch_thread->Schedule(); } } bool Debugger::HasCommands() { return !command_queue_.IsEmpty(); } bool Debugger::IsDebuggerActive() { ScopedLock with(debugger_access_); return message_handler_ != NULL || !event_listener_.is_null(); } Handle<Object> Debugger::Call(Handle<JSFunction> fun, Handle<Object> data, bool* pending_exception) { // When calling functions in the debugger prevent it from beeing unloaded. Debugger::never_unload_debugger_ = true; // Enter the debugger. EnterDebugger debugger; if (debugger.FailedToEnter() || !debugger.HasJavaScriptFrames()) { return Factory::undefined_value(); } // Create the execution state. bool caught_exception = false; Handle<Object> exec_state = MakeExecutionState(&caught_exception); if (caught_exception) { return Factory::undefined_value(); } static const int kArgc = 2; Object** argv[kArgc] = { exec_state.location(), data.location() }; Handle<Object> result = Execution::Call(fun, Factory::undefined_value(), kArgc, argv, pending_exception); return result; } static void StubMessageHandler2(const v8::Debug::Message& message) { // Simply ignore message. } bool Debugger::StartAgent(const char* name, int port, bool wait_for_connection) { if (wait_for_connection) { // Suspend V8 if it is already running or set V8 to suspend whenever // it starts. // Provide stub message handler; V8 auto-continues each suspend // when there is no message handler; we doesn't need it. // Once become suspended, V8 will stay so indefinitely long, until remote // debugger connects and issues "continue" command. Debugger::message_handler_ = StubMessageHandler2; v8::Debug::DebugBreak(); } if (Socket::Setup()) { agent_ = new DebuggerAgent(name, port); agent_->Start(); return true; } return false; } void Debugger::StopAgent() { if (agent_ != NULL) { agent_->Shutdown(); agent_->Join(); delete agent_; agent_ = NULL; } } void Debugger::WaitForAgent() { if (agent_ != NULL) agent_->WaitUntilListening(); } void Debugger::CallMessageDispatchHandler() { v8::Debug::DebugMessageDispatchHandler handler; { ScopedLock with(dispatch_handler_access_); handler = Debugger::debug_message_dispatch_handler_; } if (handler != NULL) { handler(); } } 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::Handle<v8::Object> MessageImpl::GetEventData() const { return v8::Utils::ToLocal(event_data_); } v8::Handle<v8::String> MessageImpl::GetJSON() const { v8::HandleScope scope; if (IsEvent()) { // Call toJSONProtocol on the debug event object. Handle<Object> fun = GetProperty(event_data_, "toJSONProtocol"); if (!fun->IsJSFunction()) { return v8::Handle<v8::String>(); } bool caught_exception; Handle<Object> json = Execution::TryCall(Handle<JSFunction>::cast(fun), event_data_, 0, NULL, &caught_exception); if (caught_exception || !json->IsString()) { return v8::Handle<v8::String>(); } return scope.Close(v8::Utils::ToLocal(Handle<String>::cast(json))); } else { return v8::Utils::ToLocal(response_json_); } } v8::Handle<v8::Context> MessageImpl::GetEventContext() const { Handle<Context> context = Debug::debugger_entry()->GetContext(); // Top::context() may have been NULL when "script collected" event occured. if (*context == NULL) { ASSERT(event_ == v8::ScriptCollected); return v8::Local<v8::Context>(); } Handle<Context> global_context(context->global_context()); return v8::Utils::ToLocal(global_context); } v8::Debug::ClientData* MessageImpl::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) { } CommandMessage::~CommandMessage() { } 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()) { CommandMessage m = Get(); m.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(int size) : queue_(size) { lock_ = OS::CreateMutex(); } LockingCommandMessageQueue::~LockingCommandMessageQueue() { delete lock_; } bool LockingCommandMessageQueue::IsEmpty() const { ScopedLock sl(lock_); return queue_.IsEmpty(); } CommandMessage LockingCommandMessageQueue::Get() { ScopedLock sl(lock_); CommandMessage result = queue_.Get(); Logger::DebugEvent("Get", result.text()); return result; } void LockingCommandMessageQueue::Put(const CommandMessage& message) { ScopedLock sl(lock_); queue_.Put(message); Logger::DebugEvent("Put", message.text()); } void LockingCommandMessageQueue::Clear() { ScopedLock sl(lock_); queue_.Clear(); } MessageDispatchHelperThread::MessageDispatchHelperThread() : sem_(OS::CreateSemaphore(0)), mutex_(OS::CreateMutex()), already_signalled_(false) { } MessageDispatchHelperThread::~MessageDispatchHelperThread() { delete mutex_; delete sem_; } void MessageDispatchHelperThread::Schedule() { { ScopedLock lock(mutex_); if (already_signalled_) { return; } already_signalled_ = true; } sem_->Signal(); } void MessageDispatchHelperThread::Run() { while (true) { sem_->Wait(); { ScopedLock lock(mutex_); already_signalled_ = false; } { Locker locker; Debugger::CallMessageDispatchHandler(); } } } #endif // ENABLE_DEBUGGER_SUPPORT } } // namespace v8::internal