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