// Copyright 2011 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 "allocation.h" #include "arguments.h" #include "assembler.h" #include "debug-agent.h" #include "execution.h" #include "factory.h" #include "flags.h" #include "frames-inl.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 static_cast<int>(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_; RelocIterator* reloc_iterator_; RelocIterator* reloc_iterator_original_; private: void SetDebugBreak(); void ClearDebugBreak(); void SetDebugBreakAtIC(); void ClearDebugBreakAtIC(); bool IsDebugBreakAtReturn(); void SetDebugBreakAtReturn(); void ClearDebugBreakAtReturn(); bool IsDebugBreakSlot(); bool IsDebugBreakAtSlot(); void SetDebugBreakAtSlot(); void ClearDebugBreakAtSlot(); 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, v8::internal::kZeroHashSeed); } // 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: void SetUp(bool create_heap_objects); bool Load(); void Unload(); bool IsLoaded() { return !debug_context_.is_null(); } bool InDebugger() { return thread_local_.debugger_entry_ != NULL; } void PreemptionWhileInDebugger(); void Iterate(ObjectVisitor* v); Object* Break(Arguments args); void SetBreakPoint(Handle<SharedFunctionInfo> shared, Handle<Object> break_point_object, int* source_position); void ClearBreakPoint(Handle<Object> break_point_object); void ClearAllBreakPoints(); void FloodWithOneShot(Handle<SharedFunctionInfo> shared); void FloodBoundFunctionWithOneShot(Handle<JSFunction> function); void FloodHandlerWithOneShot(); void ChangeBreakOnException(ExceptionBreakType type, bool enable); bool IsBreakOnException(ExceptionBreakType type); void PrepareStep(StepAction step_action, int step_count); void ClearStepping(); bool StepNextContinue(BreakLocationIterator* break_location_iterator, JavaScriptFrame* frame); static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared); static bool HasDebugInfo(Handle<SharedFunctionInfo> shared); void PrepareForBreakPoints(); // Returns whether the operation succeeded. 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 Handle<Context> debug_context() { return debug_context_; } // Check whether a global object is the debug global object. bool IsDebugGlobal(GlobalObject* global); // Check whether this frame is just about to return. bool IsBreakAtReturn(JavaScriptFrame* frame); // Fast check to see if any break points are active. inline bool has_break_points() { return has_break_points_; } void NewBreak(StackFrame::Id break_frame_id); void SetBreak(StackFrame::Id break_frame_id, int break_id); StackFrame::Id break_frame_id() { return thread_local_.break_frame_id_; } int break_id() { return thread_local_.break_id_; } bool StepInActive() { return thread_local_.step_into_fp_ != 0; } void HandleStepIn(Handle<JSFunction> function, Handle<Object> holder, Address fp, bool is_constructor); Address step_in_fp() { return thread_local_.step_into_fp_; } Address* step_in_fp_addr() { return &thread_local_.step_into_fp_; } bool StepOutActive() { return thread_local_.step_out_fp_ != 0; } Address step_out_fp() { return thread_local_.step_out_fp_; } EnterDebugger* debugger_entry() { return thread_local_.debugger_entry_; } void set_debugger_entry(EnterDebugger* entry) { thread_local_.debugger_entry_ = entry; } // Check whether any of the specified interrupts are pending. bool is_interrupt_pending(InterruptFlag what) { return (thread_local_.pending_interrupts_ & what) != 0; } // Set specified interrupts as pending. void set_interrupts_pending(InterruptFlag what) { thread_local_.pending_interrupts_ |= what; } // Clear specified interrupts from pending. void clear_interrupt_pending(InterruptFlag what) { thread_local_.pending_interrupts_ &= ~static_cast<int>(what); } // Getter and setter for the disable break state. bool disable_break() { return disable_break_; } void set_disable_break(bool disable_break) { disable_break_ = disable_break; } // Getters for the current exception break state. bool break_on_exception() { return break_on_exception_; } bool break_on_uncaught_exception() { return break_on_uncaught_exception_; } enum AddressId { k_after_break_target_address, k_debug_break_return_address, k_debug_break_slot_address, k_restarter_frame_function_pointer }; // Support for setting the address to jump to when returning from break point. Address* after_break_target_address() { return reinterpret_cast<Address*>(&thread_local_.after_break_target_); } Address* restarter_frame_function_pointer_address() { Object*** address = &thread_local_.restarter_frame_function_pointer_; return reinterpret_cast<Address*>(address); } // Support for saving/restoring registers when handling debug break calls. Object** register_address(int r) { return ®isters_[r]; } // Access to the debug break on return code. Code* debug_break_return() { return debug_break_return_; } Code** debug_break_return_address() { return &debug_break_return_; } // Access to the debug break in debug break slot code. Code* debug_break_slot() { return debug_break_slot_; } Code** debug_break_slot_address() { return &debug_break_slot_; } static const int kEstimatedNofDebugInfoEntries = 16; static const int kEstimatedNofBreakPointsInFunction = 16; // Passed to MakeWeak. 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. char* ArchiveDebug(char* to); char* RestoreDebug(char* from); static int ArchiveSpacePerThread(); void FreeThreadResources() { } // Mirror cache handling. void ClearMirrorCache(); // Script cache handling. void CreateScriptCache(); void DestroyScriptCache(); void AddScriptToScriptCache(Handle<Script> script); Handle<FixedArray> GetLoadedScripts(); // Garbage collection notifications. void AfterGarbageCollection(); // Code generator routines. static void GenerateSlot(MacroAssembler* masm); static void GenerateLoadICDebugBreak(MacroAssembler* masm); static void GenerateStoreICDebugBreak(MacroAssembler* masm); static void GenerateKeyedLoadICDebugBreak(MacroAssembler* masm); static void GenerateKeyedStoreICDebugBreak(MacroAssembler* masm); static void GenerateReturnDebugBreak(MacroAssembler* masm); static void GenerateCallFunctionStubDebugBreak(MacroAssembler* masm); static void GenerateCallFunctionStubRecordDebugBreak(MacroAssembler* masm); static void GenerateCallConstructStubDebugBreak(MacroAssembler* masm); static void GenerateCallConstructStubRecordDebugBreak(MacroAssembler* masm); static void GenerateSlotDebugBreak(MacroAssembler* masm); static void GeneratePlainReturnLiveEdit(MacroAssembler* masm); // FrameDropper is a code replacement for a JavaScript frame with possibly // several frames above. // There is no calling conventions here, because it never actually gets // called, it only gets returned to. static void GenerateFrameDropperLiveEdit(MacroAssembler* masm); // Called from stub-cache.cc. static void GenerateCallICDebugBreak(MacroAssembler* masm); // Describes how exactly a frame has been dropped from stack. enum FrameDropMode { // No frame has been dropped. FRAMES_UNTOUCHED, // The top JS frame had been calling IC stub. IC stub mustn't be called now. FRAME_DROPPED_IN_IC_CALL, // The top JS frame had been calling debug break slot stub. Patch the // address this stub jumps to in the end. FRAME_DROPPED_IN_DEBUG_SLOT_CALL, // The top JS frame had been calling some C++ function. The return address // gets patched automatically. FRAME_DROPPED_IN_DIRECT_CALL, FRAME_DROPPED_IN_RETURN_CALL }; void FramesHaveBeenDropped(StackFrame::Id new_break_frame_id, FrameDropMode mode, Object** restarter_frame_function_pointer); // Initializes an artificial stack frame. The data it contains is used for: // a. successful work of frame dropper code which eventually gets control, // b. being compatible with regular stack structure for various stack // iterators. // Returns address of stack allocated pointer to restarted function, // the value that is called 'restarter_frame_function_pointer'. The value // at this address (possibly updated by GC) may be used later when preparing // 'step in' operation. static Object** SetUpFrameDropperFrame(StackFrame* bottom_js_frame, Handle<Code> code); static const int kFrameDropperFrameSize; // Architecture-specific constant. static const bool kFrameDropperSupported; private: explicit Debug(Isolate* isolate); ~Debug(); static bool CompileDebuggerScript(int index); void ClearOneShot(); void ActivateStepIn(StackFrame* frame); void ClearStepIn(); void ActivateStepOut(StackFrame* frame); void ClearStepOut(); void ClearStepNext(); // Returns whether the compile succeeded. void RemoveDebugInfo(Handle<DebugInfo> debug_info); void SetAfterBreakTarget(JavaScriptFrame* frame); Handle<Object> CheckBreakPoints(Handle<Object> break_point); bool CheckBreakPoint(Handle<Object> break_point_object); // Global handle to debug context where all the debugger JavaScript code is // loaded. Handle<Context> debug_context_; // Boolean state indicating whether any break points are set. bool has_break_points_; // Cache of all scripts in the heap. ScriptCache* script_cache_; // List of active debug info objects. DebugInfoListNode* debug_info_list_; bool disable_break_; bool break_on_exception_; 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_; // Number of queued steps left to perform before debug event. int queued_step_count_; // 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_; // Stores the way how LiveEdit has patched the stack. It is used when // debugger returns control back to user script. FrameDropMode frame_drop_mode_; // Top debugger entry. EnterDebugger* debugger_entry_; // Pending interrupts scheduled while debugging. int pending_interrupts_; // When restarter frame is on stack, stores the address // of the pointer to function being restarted. Otherwise (most of the time) // stores NULL. This pointer is used with 'step in' implementation. Object** restarter_frame_function_pointer_; }; // Storage location for registers when handling debug break calls JSCallerSavedBuffer registers_; ThreadLocal thread_local_; void ThreadInit(); // Code to call for handling debug break on return. Code* debug_break_return_; // Code to call for handling debug break in debug break slots. Code* debug_break_slot_; Isolate* isolate_; friend class Isolate; DISALLOW_COPY_AND_ASSIGN(Debug); }; DECLARE_RUNTIME_FUNCTION(Object*, Debug_Break); // 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. }; // Details of the debug event delivered to the debug event listener. class EventDetailsImpl : public v8::Debug::EventDetails { public: EventDetailsImpl(DebugEvent event, Handle<JSObject> exec_state, Handle<JSObject> event_data, Handle<Object> callback_data, v8::Debug::ClientData* client_data); virtual DebugEvent GetEvent() const; virtual v8::Handle<v8::Object> GetExecutionState() const; virtual v8::Handle<v8::Object> GetEventData() const; virtual v8::Handle<v8::Context> GetEventContext() const; virtual v8::Handle<v8::Value> GetCallbackData() const; virtual v8::Debug::ClientData* GetClientData() const; private: DebugEvent event_; // Debug event causing the break. Handle<JSObject> exec_state_; // Current execution state. Handle<JSObject> event_data_; // Data associated with the event. Handle<Object> callback_data_; // User data passed with the callback // when it was registered. v8::Debug::ClientData* client_data_; // Data passed to DebugBreakForCommand. }; // 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. }; class MessageDispatchHelperThread; // 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: LockingCommandMessageQueue(Logger* logger, int size); ~LockingCommandMessageQueue(); bool IsEmpty() const; CommandMessage Get(); void Put(const CommandMessage& message); void Clear(); private: Logger* logger_; CommandMessageQueue queue_; Mutex* lock_; DISALLOW_COPY_AND_ASSIGN(LockingCommandMessageQueue); }; class Debugger { public: ~Debugger(); void DebugRequest(const uint16_t* json_request, int length); Handle<Object> MakeJSObject(Vector<const char> constructor_name, int argc, Handle<Object> argv[], bool* caught_exception); Handle<Object> MakeExecutionState(bool* caught_exception); Handle<Object> MakeBreakEvent(Handle<Object> exec_state, Handle<Object> break_points_hit, bool* caught_exception); Handle<Object> MakeExceptionEvent(Handle<Object> exec_state, Handle<Object> exception, bool uncaught, bool* caught_exception); Handle<Object> MakeNewFunctionEvent(Handle<Object> func, bool* caught_exception); Handle<Object> MakeCompileEvent(Handle<Script> script, bool before, bool* caught_exception); Handle<Object> MakeScriptCollectedEvent(int id, bool* caught_exception); void OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue); void OnException(Handle<Object> exception, bool uncaught); void OnBeforeCompile(Handle<Script> script); enum AfterCompileFlags { NO_AFTER_COMPILE_FLAGS, SEND_WHEN_DEBUGGING }; void OnAfterCompile(Handle<Script> script, AfterCompileFlags after_compile_flags); void OnNewFunction(Handle<JSFunction> fun); void OnScriptCollected(int id); void ProcessDebugEvent(v8::DebugEvent event, Handle<JSObject> event_data, bool auto_continue); void NotifyMessageHandler(v8::DebugEvent event, Handle<JSObject> exec_state, Handle<JSObject> event_data, bool auto_continue); void SetEventListener(Handle<Object> callback, Handle<Object> data); void SetMessageHandler(v8::Debug::MessageHandler2 handler); void SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler, int period); void SetDebugMessageDispatchHandler( v8::Debug::DebugMessageDispatchHandler handler, bool provide_locker); // Invoke the message handler function. void InvokeMessageHandler(MessageImpl message); // Add a debugger command to the command queue. void ProcessCommand(Vector<const uint16_t> command, v8::Debug::ClientData* client_data = NULL); // Check whether there are commands in the command queue. bool HasCommands(); // Enqueue a debugger command to the command queue for event listeners. void EnqueueDebugCommand(v8::Debug::ClientData* client_data = NULL); Handle<Object> Call(Handle<JSFunction> fun, Handle<Object> data, bool* pending_exception); // Start the debugger agent listening on the provided port. bool StartAgent(const char* name, int port, bool wait_for_connection = false); // Stop the debugger agent. void StopAgent(); // Blocks until the agent has started listening for connections void WaitForAgent(); void CallMessageDispatchHandler(); Handle<Context> GetDebugContext(); // Unload the debugger if possible. Only called when no debugger is currently // active. void UnloadDebugger(); friend void ForceUnloadDebugger(); // In test-debug.cc inline bool EventActive(v8::DebugEvent event) { ScopedLock with(debugger_access_); // Check whether the message handler was been cleared. if (debugger_unload_pending_) { if (isolate_->debug()->debugger_entry() == NULL) { UnloadDebugger(); } } if (((event == v8::BeforeCompile) || (event == v8::AfterCompile)) && !FLAG_debug_compile_events) { return false; } else if ((event == v8::ScriptCollected) && !FLAG_debug_script_collected_events) { return false; } // Currently argument event is not used. return !compiling_natives_ && Debugger::IsDebuggerActive(); } void set_compiling_natives(bool compiling_natives) { compiling_natives_ = compiling_natives; } bool compiling_natives() const { return compiling_natives_; } void set_loading_debugger(bool v) { is_loading_debugger_ = v; } bool is_loading_debugger() const { return is_loading_debugger_; } void set_force_debugger_active(bool force_debugger_active) { force_debugger_active_ = force_debugger_active; } bool force_debugger_active() const { return force_debugger_active_; } bool IsDebuggerActive(); private: explicit Debugger(Isolate* isolate); void CallEventCallback(v8::DebugEvent event, Handle<Object> exec_state, Handle<Object> event_data, v8::Debug::ClientData* client_data); void CallCEventCallback(v8::DebugEvent event, Handle<Object> exec_state, Handle<Object> event_data, v8::Debug::ClientData* client_data); void CallJSEventCallback(v8::DebugEvent event, Handle<Object> exec_state, Handle<Object> event_data); void ListenersChanged(); Mutex* debugger_access_; // Mutex guarding debugger variables. Handle<Object> event_listener_; // Global handle to listener. Handle<Object> event_listener_data_; bool compiling_natives_; // Are we compiling natives? bool is_loading_debugger_; // Are we loading the debugger? bool never_unload_debugger_; // Can we unload the debugger? bool force_debugger_active_; // Activate debugger without event listeners. v8::Debug::MessageHandler2 message_handler_; bool debugger_unload_pending_; // Was message handler cleared? v8::Debug::HostDispatchHandler host_dispatch_handler_; Mutex* dispatch_handler_access_; // Mutex guarding dispatch handler. v8::Debug::DebugMessageDispatchHandler debug_message_dispatch_handler_; MessageDispatchHelperThread* message_dispatch_helper_thread_; int host_dispatch_micros_; DebuggerAgent* agent_; static const int kQueueInitialSize = 4; LockingCommandMessageQueue command_queue_; Semaphore* command_received_; // Signaled for each command received. LockingCommandMessageQueue event_command_queue_; Isolate* isolate_; friend class EnterDebugger; friend class Isolate; DISALLOW_COPY_AND_ASSIGN(Debugger); }; // 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(); ~EnterDebugger(); // 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: Isolate* isolate_; 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: explicit DisableBreak(bool disable_break) : isolate_(Isolate::Current()) { prev_disable_break_ = isolate_->debug()->disable_break(); isolate_->debug()->set_disable_break(disable_break); } ~DisableBreak() { ASSERT(Isolate::Current() == isolate_); isolate_->debug()->set_disable_break(prev_disable_break_); } private: Isolate* isolate_; // 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: explicit Debug_Address(Debug::AddressId id) : id_(id) { } 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 RestarterFrameFunctionPointer() { return Debug_Address(Debug::k_restarter_frame_function_pointer); } Address address(Isolate* isolate) const { Debug* debug = isolate->debug(); 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_debug_break_slot_address: return reinterpret_cast<Address>(debug->debug_break_slot_address()); case Debug::k_restarter_frame_function_pointer: return reinterpret_cast<Address>( debug->restarter_frame_function_pointer_address()); default: UNREACHABLE(); return NULL; } } private: Debug::AddressId id_; }; // The optional thread that Debug Agent may use to temporary call V8 to process // pending debug requests if debuggee is not running V8 at the moment. // Techincally it does not call V8 itself, rather it asks embedding program // to do this via v8::Debug::HostDispatchHandler class MessageDispatchHelperThread: public Thread { public: explicit MessageDispatchHelperThread(Isolate* isolate); ~MessageDispatchHelperThread(); void Schedule(); private: void Run(); Semaphore* const sem_; Mutex* const mutex_; bool already_signalled_; DISALLOW_COPY_AND_ASSIGN(MessageDispatchHelperThread); }; } } // namespace v8::internal #endif // ENABLE_DEBUGGER_SUPPORT #endif // V8_DEBUG_H_