// Copyright 2012 the V8 project authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef V8_DEBUG_DEBUG_H_ #define V8_DEBUG_DEBUG_H_ #include "src/allocation.h" #include "src/arguments.h" #include "src/assembler.h" #include "src/base/atomicops.h" #include "src/base/hashmap.h" #include "src/base/platform/platform.h" #include "src/debug/debug-interface.h" #include "src/execution.h" #include "src/factory.h" #include "src/flags.h" #include "src/frames.h" #include "src/globals.h" #include "src/runtime/runtime.h" #include "src/source-position-table.h" #include "src/string-stream.h" #include "src/v8threads.h" #include "include/v8-debug.h" namespace v8 { namespace internal { // Forward declarations. class DebugScope; // Step actions. NOTE: These values are in macros.py as well. enum StepAction : int8_t { 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. StepFrame = 3, // Step into a new frame or return to previous frame. LastStepAction = StepFrame }; // Type of exception break. NOTE: These values are in macros.py as well. enum ExceptionBreakType { BreakException = 0, BreakUncaughtException = 1 }; // Type of exception break. enum BreakLocatorType { ALL_BREAK_LOCATIONS, CALLS_AND_RETURNS }; // The different types of breakpoint position alignments. // Must match Debug.BreakPositionAlignment in debug.js enum BreakPositionAlignment { STATEMENT_ALIGNED = 0, BREAK_POSITION_ALIGNED = 1 }; enum DebugBreakType { NOT_DEBUG_BREAK, DEBUGGER_STATEMENT, DEBUG_BREAK_SLOT, DEBUG_BREAK_SLOT_AT_CALL, DEBUG_BREAK_SLOT_AT_RETURN, DEBUG_BREAK_SLOT_AT_TAIL_CALL, }; class BreakLocation { public: static BreakLocation FromFrame(Handle<DebugInfo> debug_info, JavaScriptFrame* frame); static void AllAtCurrentStatement(Handle<DebugInfo> debug_info, JavaScriptFrame* frame, List<BreakLocation>* result_out); inline bool IsReturn() const { return type_ == DEBUG_BREAK_SLOT_AT_RETURN; } inline bool IsCall() const { return type_ == DEBUG_BREAK_SLOT_AT_CALL; } inline bool IsTailCall() const { return type_ == DEBUG_BREAK_SLOT_AT_TAIL_CALL; } inline bool IsDebugBreakSlot() const { return type_ >= DEBUG_BREAK_SLOT; } inline bool IsDebuggerStatement() const { return type_ == DEBUGGER_STATEMENT; } bool HasBreakPoint(Handle<DebugInfo> debug_info) const; inline int position() const { return position_; } private: BreakLocation(Handle<AbstractCode> abstract_code, DebugBreakType type, int code_offset, int position) : abstract_code_(abstract_code), code_offset_(code_offset), type_(type), position_(position) { DCHECK_NE(NOT_DEBUG_BREAK, type_); } static int BreakIndexFromCodeOffset(Handle<DebugInfo> debug_info, Handle<AbstractCode> abstract_code, int offset); void SetDebugBreak(); void ClearDebugBreak(); Handle<AbstractCode> abstract_code_; int code_offset_; DebugBreakType type_; int position_; friend class CodeBreakIterator; friend class BytecodeArrayBreakIterator; }; class BreakIterator { public: static std::unique_ptr<BreakIterator> GetIterator( Handle<DebugInfo> debug_info, Handle<AbstractCode> abstract_code, BreakLocatorType type = ALL_BREAK_LOCATIONS); virtual ~BreakIterator() {} virtual BreakLocation GetBreakLocation() = 0; virtual bool Done() const = 0; virtual void Next() = 0; void SkipTo(int count) { while (count-- > 0) Next(); } virtual int code_offset() = 0; int break_index() const { return break_index_; } inline int position() const { return position_; } inline int statement_position() const { return statement_position_; } virtual bool IsDebugBreak() = 0; virtual void ClearDebugBreak() = 0; virtual void SetDebugBreak() = 0; protected: explicit BreakIterator(Handle<DebugInfo> debug_info, BreakLocatorType break_locator_type); int BreakIndexFromPosition(int position, BreakPositionAlignment alignment); Isolate* isolate() { return debug_info_->GetIsolate(); } Handle<DebugInfo> debug_info_; int break_index_; int position_; int statement_position_; BreakLocatorType break_locator_type_; private: DisallowHeapAllocation no_gc_; DISALLOW_COPY_AND_ASSIGN(BreakIterator); }; class CodeBreakIterator : public BreakIterator { public: CodeBreakIterator(Handle<DebugInfo> debug_info, BreakLocatorType type); ~CodeBreakIterator() override {} BreakLocation GetBreakLocation() override; bool Done() const override { return reloc_iterator_.done(); } void Next() override; bool IsDebugBreak() override; void ClearDebugBreak() override; void SetDebugBreak() override; void SkipToPosition(int position, BreakPositionAlignment alignment); int code_offset() override { return static_cast<int>(rinfo()->pc() - debug_info_->DebugCode()->instruction_start()); } private: int GetModeMask(BreakLocatorType type); DebugBreakType GetDebugBreakType(); RelocInfo::Mode rmode() { return reloc_iterator_.rinfo()->rmode(); } RelocInfo* rinfo() { return reloc_iterator_.rinfo(); } RelocIterator reloc_iterator_; SourcePositionTableIterator source_position_iterator_; DISALLOW_COPY_AND_ASSIGN(CodeBreakIterator); }; class BytecodeArrayBreakIterator : public BreakIterator { public: BytecodeArrayBreakIterator(Handle<DebugInfo> debug_info, BreakLocatorType type); ~BytecodeArrayBreakIterator() override {} BreakLocation GetBreakLocation() override; bool Done() const override { return source_position_iterator_.done(); } void Next() override; bool IsDebugBreak() override; void ClearDebugBreak() override; void SetDebugBreak() override; void SkipToPosition(int position, BreakPositionAlignment alignment); int code_offset() override { return source_position_iterator_.code_offset(); } private: DebugBreakType GetDebugBreakType(); SourcePositionTableIterator source_position_iterator_; DISALLOW_COPY_AND_ASSIGN(BytecodeArrayBreakIterator); }; // 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); ~DebugInfoListNode(); DebugInfoListNode* next() { return next_; } void set_next(DebugInfoListNode* next) { next_ = next; } Handle<DebugInfo> debug_info() { return Handle<DebugInfo>(debug_info_); } private: // Global (weak) handle to the debug info object. DebugInfo** debug_info_; // Next pointer for linked list. DebugInfoListNode* next_; }; // 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::Local<v8::Object> GetExecutionState() const; virtual v8::Local<v8::Object> GetEventData() const; virtual v8::Local<v8::String> GetJSON() const; virtual v8::Local<v8::Context> GetEventContext() const; virtual v8::Debug::ClientData* GetClientData() const; virtual v8::Isolate* GetIsolate() 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::DebugInterface::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::Local<v8::Object> GetExecutionState() const; virtual v8::Local<v8::Object> GetEventData() const; virtual v8::Local<v8::Context> GetEventContext() const; virtual v8::Local<v8::Value> GetCallbackData() const; virtual v8::Debug::ClientData* GetClientData() const; virtual v8::Isolate* GetIsolate() 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(); // Deletes user data and disposes of the text. void Dispose(); Vector<uint16_t> text() const { return text_; } v8::Debug::ClientData* client_data() const { return client_data_; } private: CommandMessage(const Vector<uint16_t>& text, v8::Debug::ClientData* data); Vector<uint16_t> text_; v8::Debug::ClientData* client_data_; }; // A Queue of CommandMessage objects. A thread-safe version is // LockingCommandMessageQueue, based on this class. class CommandMessageQueue BASE_EMBEDDED { public: explicit CommandMessageQueue(int size); ~CommandMessageQueue(); bool IsEmpty() const { return start_ == end_; } CommandMessage Get(); void Put(const CommandMessage& message); void Clear() { start_ = end_ = 0; } // Queue is empty after Clear(). private: // Doubles the size of the message queue, and copies the messages. void Expand(); CommandMessage* messages_; int start_; int end_; int size_; // The size of the queue buffer. Queue can hold size-1 messages. }; // LockingCommandMessageQueue is a thread-safe circular buffer of CommandMessage // messages. The message data is not managed by LockingCommandMessageQueue. // Pointers to the data are passed in and out. Implemented by adding a // Mutex to CommandMessageQueue. Includes logging of all puts and gets. class LockingCommandMessageQueue BASE_EMBEDDED { public: LockingCommandMessageQueue(Logger* logger, int size); bool IsEmpty() const; CommandMessage Get(); void Put(const CommandMessage& message); void Clear(); private: Logger* logger_; CommandMessageQueue queue_; mutable base::Mutex mutex_; DISALLOW_COPY_AND_ASSIGN(LockingCommandMessageQueue); }; class DebugFeatureTracker { public: enum Feature { kActive = 1, kBreakPoint = 2, kStepping = 3, kHeapSnapshot = 4, kAllocationTracking = 5, kProfiler = 6, kLiveEdit = 7, }; explicit DebugFeatureTracker(Isolate* isolate) : isolate_(isolate), bitfield_(0) {} void Track(Feature feature); private: Isolate* isolate_; uint32_t bitfield_; }; // 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: // Debug event triggers. void OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue); void OnThrow(Handle<Object> exception); void OnPromiseReject(Handle<Object> promise, Handle<Object> value); void OnCompileError(Handle<Script> script); void OnBeforeCompile(Handle<Script> script); void OnAfterCompile(Handle<Script> script); void OnAsyncTaskEvent(Handle<String> type, Handle<Object> id, Handle<String> name); // API facing. void SetEventListener(Handle<Object> callback, Handle<Object> data); void SetMessageHandler(v8::Debug::MessageHandler handler); void EnqueueCommandMessage(Vector<const uint16_t> command, v8::Debug::ClientData* client_data = NULL); MUST_USE_RESULT MaybeHandle<Object> Call(Handle<Object> fun, Handle<Object> data); Handle<Context> GetDebugContext(); void HandleDebugBreak(); void ProcessDebugMessages(bool debug_command_only); // Internal logic bool Load(); void Break(JavaScriptFrame* frame); void SetAfterBreakTarget(JavaScriptFrame* frame); // Scripts handling. Handle<FixedArray> GetLoadedScripts(); // Break point handling. bool SetBreakPoint(Handle<JSFunction> function, Handle<Object> break_point_object, int* source_position); bool SetBreakPointForScript(Handle<Script> script, Handle<Object> break_point_object, int* source_position, BreakPositionAlignment alignment); void ClearBreakPoint(Handle<Object> break_point_object); void ChangeBreakOnException(ExceptionBreakType type, bool enable); bool IsBreakOnException(ExceptionBreakType type); // Stepping handling. void PrepareStep(StepAction step_action); void PrepareStepIn(Handle<JSFunction> function); void PrepareStepInSuspendedGenerator(); void PrepareStepOnThrow(); void ClearStepping(); void ClearStepOut(); bool PrepareFunctionForBreakPoints(Handle<SharedFunctionInfo> shared); bool GetPossibleBreakpoints(Handle<Script> script, int start_position, int end_position, std::set<int>* positions); void RecordAsyncFunction(Handle<JSGeneratorObject> generator_object); // Returns whether the operation succeeded. Compilation can only be triggered // if a valid closure is passed as the second argument, otherwise the shared // function needs to be compiled already. bool EnsureDebugInfo(Handle<SharedFunctionInfo> shared, Handle<JSFunction> function); void CreateDebugInfo(Handle<SharedFunctionInfo> shared); static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared); template <typename C> bool CompileToRevealInnerFunctions(C* compilable); // This function is used in FunctionNameUsing* tests. Handle<Object> FindSharedFunctionInfoInScript(Handle<Script> script, int position); static Handle<Object> GetSourceBreakLocations( Handle<SharedFunctionInfo> shared, BreakPositionAlignment position_aligment); // Check whether a global object is the debug global object. bool IsDebugGlobal(JSGlobalObject* global); // Check whether this frame is just about to return. bool IsBreakAtReturn(JavaScriptFrame* frame); // Support for LiveEdit void FramesHaveBeenDropped(StackFrame::Id new_break_frame_id, LiveEditFrameDropMode mode); // Threading support. char* ArchiveDebug(char* to); char* RestoreDebug(char* from); static int ArchiveSpacePerThread(); void FreeThreadResources() { } void Iterate(ObjectVisitor* v); bool CheckExecutionState(int id) { return CheckExecutionState() && break_id() == id; } bool CheckExecutionState() { return is_active() && !debug_context().is_null() && break_id() != 0; } // Flags and states. DebugScope* debugger_entry() { return reinterpret_cast<DebugScope*>( base::NoBarrier_Load(&thread_local_.current_debug_scope_)); } inline Handle<Context> debug_context() { return debug_context_; } void set_live_edit_enabled(bool v) { live_edit_enabled_ = v; } bool live_edit_enabled() const { return FLAG_enable_liveedit && live_edit_enabled_; } inline bool is_active() const { return is_active_; } inline bool is_loaded() const { return !debug_context_.is_null(); } inline bool in_debug_scope() const { return !!base::NoBarrier_Load(&thread_local_.current_debug_scope_); } void set_break_points_active(bool v) { break_points_active_ = v; } bool break_points_active() const { return break_points_active_; } StackFrame::Id break_frame_id() { return thread_local_.break_frame_id_; } int break_id() { return thread_local_.break_id_; } Handle<Object> return_value() { return thread_local_.return_value_; } void set_return_value(Handle<Object> value) { thread_local_.return_value_ = value; } // Support for embedding into generated code. Address is_active_address() { return reinterpret_cast<Address>(&is_active_); } Address after_break_target_address() { return reinterpret_cast<Address>(&after_break_target_); } Address last_step_action_address() { return reinterpret_cast<Address>(&thread_local_.last_step_action_); } Address suspended_generator_address() { return reinterpret_cast<Address>(&thread_local_.suspended_generator_); } StepAction last_step_action() { return thread_local_.last_step_action_; } DebugFeatureTracker* feature_tracker() { return &feature_tracker_; } private: explicit Debug(Isolate* isolate); void UpdateState(); void Unload(); void SetNextBreakId() { thread_local_.break_id_ = ++thread_local_.break_count_; } // Check whether there are commands in the command queue. inline bool has_commands() const { return !command_queue_.IsEmpty(); } inline bool ignore_events() const { return is_suppressed_ || !is_active_; } inline bool break_disabled() const { return break_disabled_ || in_debug_event_listener_; } void clear_suspended_generator() { thread_local_.suspended_generator_ = Smi::kZero; } bool has_suspended_generator() const { return thread_local_.suspended_generator_ != Smi::kZero; } void OnException(Handle<Object> exception, Handle<Object> promise); // Constructors for debug event objects. MUST_USE_RESULT MaybeHandle<Object> MakeExecutionState(); MUST_USE_RESULT MaybeHandle<Object> MakeBreakEvent( Handle<Object> break_points_hit); MUST_USE_RESULT MaybeHandle<Object> MakeExceptionEvent( Handle<Object> exception, bool uncaught, Handle<Object> promise); MUST_USE_RESULT MaybeHandle<Object> MakeCompileEvent( Handle<Script> script, v8::DebugEvent type); MUST_USE_RESULT MaybeHandle<Object> MakeAsyncTaskEvent(Handle<String> type, Handle<Object> id, Handle<String> name); // Mirror cache handling. void ClearMirrorCache(); void CallEventCallback(v8::DebugEvent event, Handle<Object> exec_state, Handle<Object> event_data, v8::Debug::ClientData* client_data); void ProcessCompileEvent(v8::DebugEvent event, Handle<Script> script); 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 InvokeMessageHandler(MessageImpl message); // Find the closest source position for a break point for a given position. int FindBreakablePosition(Handle<DebugInfo> debug_info, int source_position, BreakPositionAlignment alignment); // Instrument code to break at break points. void ApplyBreakPoints(Handle<DebugInfo> debug_info); // Clear code from instrumentation. void ClearBreakPoints(Handle<DebugInfo> debug_info); // Clear all code from instrumentation. void ClearAllBreakPoints(); // Instrument a function with one-shots. void FloodWithOneShot(Handle<JSFunction> function, BreakLocatorType type = ALL_BREAK_LOCATIONS); // Clear all one-shot instrumentations, but restore break points. void ClearOneShot(); void ActivateStepOut(StackFrame* frame); void RemoveDebugInfoAndClearFromShared(Handle<DebugInfo> debug_info); Handle<Object> CheckBreakPoints(Handle<DebugInfo> debug_info, BreakLocation* location, bool* has_break_points = nullptr); bool IsMutedAtCurrentLocation(JavaScriptFrame* frame); bool CheckBreakPoint(Handle<Object> break_point_object); MaybeHandle<Object> CallFunction(const char* name, int argc, Handle<Object> args[]); inline void AssertDebugContext() { DCHECK(isolate_->context() == *debug_context()); DCHECK(in_debug_scope()); } void ThreadInit(); void PrintBreakLocation(); // Global handles. Handle<Context> debug_context_; Handle<Object> event_listener_; Handle<Object> event_listener_data_; v8::Debug::MessageHandler message_handler_; static const int kQueueInitialSize = 4; base::Semaphore command_received_; // Signaled for each command received. LockingCommandMessageQueue command_queue_; bool is_active_; bool is_suppressed_; bool live_edit_enabled_; bool break_disabled_; bool break_points_active_; bool in_debug_event_listener_; bool break_on_exception_; bool break_on_uncaught_exception_; DebugInfoListNode* debug_info_list_; // List of active debug info objects. // Storage location for jump when exiting debug break calls. // Note that this address is not GC safe. It should be computed immediately // before returning to the DebugBreakCallHelper. Address after_break_target_; // Used to collect histogram data on debugger feature usage. DebugFeatureTracker feature_tracker_; // Per-thread data. class ThreadLocal { public: // Top debugger entry. base::AtomicWord current_debug_scope_; // 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_; // Frame pointer from last step next or step frame action. Address last_fp_; // Frame pointer of the target frame we want to arrive at. Address target_fp_; // Stores the way how LiveEdit has patched the stack. It is used when // debugger returns control back to user script. LiveEditFrameDropMode frame_drop_mode_; // Value of accumulator in interpreter frames. In non-interpreter frames // this value will be the hole. Handle<Object> return_value_; Object* suspended_generator_; }; // Storage location for registers when handling debug break calls ThreadLocal thread_local_; Isolate* isolate_; friend class Isolate; friend class DebugScope; friend class DisableBreak; friend class LiveEdit; friend class SuppressDebug; friend Handle<FixedArray> GetDebuggedFunctions(); // In test-debug.cc friend void CheckDebuggerUnloaded(bool check_functions); // In test-debug.cc DISALLOW_COPY_AND_ASSIGN(Debug); }; // This scope is used to load and enter the debug context and create a new // break state. Leaving the scope will restore the previous state. // On failure to load, FailedToEnter returns true. class DebugScope BASE_EMBEDDED { public: explicit DebugScope(Debug* debug); ~DebugScope(); // Check whether loading was successful. inline bool failed() { return failed_; } // Get the active context from before entering the debugger. inline Handle<Context> GetContext() { return save_.context(); } private: Isolate* isolate() { return debug_->isolate_; } Debug* debug_; DebugScope* prev_; // Previous scope if entered recursively. StackFrame::Id break_frame_id_; // Previous break frame id. int break_id_; // Previous break id. Handle<Object> return_value_; // Previous result. bool failed_; // Did the debug context fail to load? SaveContext save_; // Saves previous context. PostponeInterruptsScope no_termination_exceptons_; }; // Stack allocated class for disabling break. class DisableBreak BASE_EMBEDDED { public: explicit DisableBreak(Debug* debug, bool disable_break) : debug_(debug), previous_break_disabled_(debug->break_disabled_), previous_in_debug_event_listener_(debug->in_debug_event_listener_) { debug_->break_disabled_ = disable_break; debug_->in_debug_event_listener_ = disable_break; } ~DisableBreak() { debug_->break_disabled_ = previous_break_disabled_; debug_->in_debug_event_listener_ = previous_in_debug_event_listener_; } private: Debug* debug_; bool previous_break_disabled_; bool previous_in_debug_event_listener_; DISALLOW_COPY_AND_ASSIGN(DisableBreak); }; class SuppressDebug BASE_EMBEDDED { public: explicit SuppressDebug(Debug* debug) : debug_(debug), old_state_(debug->is_suppressed_) { debug_->is_suppressed_ = true; } ~SuppressDebug() { debug_->is_suppressed_ = old_state_; } private: Debug* debug_; bool old_state_; DISALLOW_COPY_AND_ASSIGN(SuppressDebug); }; // Code generator routines. class DebugCodegen : public AllStatic { public: enum DebugBreakCallHelperMode { SAVE_RESULT_REGISTER, IGNORE_RESULT_REGISTER }; static void GenerateDebugBreakStub(MacroAssembler* masm, DebugBreakCallHelperMode mode); // 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); static void GenerateSlot(MacroAssembler* masm, RelocInfo::Mode mode); static void PatchDebugBreakSlot(Isolate* isolate, Address pc, Handle<Code> code); static bool DebugBreakSlotIsPatched(Address pc); static void ClearDebugBreakSlot(Isolate* isolate, Address pc); }; } // namespace internal } // namespace v8 #endif // V8_DEBUG_DEBUG_H_