// Copyright 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_V8_DEBUG_H_ #define V8_V8_DEBUG_H_ #include "v8.h" #ifdef _WIN32 typedef int int32_t; typedef unsigned int uint32_t; typedef unsigned short uint16_t; // NOLINT typedef long long int64_t; // NOLINT // Setup for Windows DLL export/import. See v8.h in this directory for // information on how to build/use V8 as a DLL. #if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED) #error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\ build configuration to ensure that at most one of these is set #endif #ifdef BUILDING_V8_SHARED #define EXPORT __declspec(dllexport) #elif USING_V8_SHARED #define EXPORT __declspec(dllimport) #else #define EXPORT #endif #else // _WIN32 // Setup for Linux shared library export. See v8.h in this directory for // information on how to build/use V8 as shared library. #if defined(__GNUC__) && (__GNUC__ >= 4) && defined(V8_SHARED) #define EXPORT __attribute__ ((visibility("default"))) #else // defined(__GNUC__) && (__GNUC__ >= 4) #define EXPORT #endif // defined(__GNUC__) && (__GNUC__ >= 4) #endif // _WIN32 /** * Debugger support for the V8 JavaScript engine. */ namespace v8 { // Debug events which can occur in the V8 JavaScript engine. enum DebugEvent { Break = 1, Exception = 2, NewFunction = 3, BeforeCompile = 4, AfterCompile = 5, ScriptCollected = 6, BreakForCommand = 7 }; class EXPORT Debug { public: /** * A client object passed to the v8 debugger whose ownership will be taken by * it. v8 is always responsible for deleting the object. */ class ClientData { public: virtual ~ClientData() {} }; /** * A message object passed to the debug message handler. */ class Message { public: /** * Check type of message. */ virtual bool IsEvent() const = 0; virtual bool IsResponse() const = 0; virtual DebugEvent GetEvent() const = 0; /** * Indicate whether this is a response to a continue command which will * start the VM running after this is processed. */ virtual bool WillStartRunning() const = 0; /** * Access to execution state and event data. Don't store these cross * callbacks as their content becomes invalid. These objects are from the * debugger event that started the debug message loop. */ virtual Handle<Object> GetExecutionState() const = 0; virtual Handle<Object> GetEventData() const = 0; /** * Get the debugger protocol JSON. */ virtual Handle<String> GetJSON() const = 0; /** * Get the context active when the debug event happened. Note this is not * the current active context as the JavaScript part of the debugger is * running in its own context which is entered at this point. */ virtual Handle<Context> GetEventContext() const = 0; /** * Client data passed with the corresponding request if any. This is the * client_data data value passed into Debug::SendCommand along with the * request that led to the message or NULL if the message is an event. The * debugger takes ownership of the data and will delete it even if there is * no message handler. */ virtual ClientData* GetClientData() const = 0; virtual ~Message() {} }; /** * An event details object passed to the debug event listener. */ class EventDetails { public: /** * Event type. */ virtual DebugEvent GetEvent() const = 0; /** * Access to execution state and event data of the debug event. Don't store * these cross callbacks as their content becomes invalid. */ virtual Handle<Object> GetExecutionState() const = 0; virtual Handle<Object> GetEventData() const = 0; /** * Get the context active when the debug event happened. Note this is not * the current active context as the JavaScript part of the debugger is * running in its own context which is entered at this point. */ virtual Handle<Context> GetEventContext() const = 0; /** * Client data passed with the corresponding callback when it was * registered. */ virtual Handle<Value> GetCallbackData() const = 0; /** * Client data passed to DebugBreakForCommand function. The * debugger takes ownership of the data and will delete it even if * there is no message handler. */ virtual ClientData* GetClientData() const = 0; virtual ~EventDetails() {} }; /** * Debug event callback function. * * \param event the type of the debug event that triggered the callback * (enum DebugEvent) * \param exec_state execution state (JavaScript object) * \param event_data event specific data (JavaScript object) * \param data value passed by the user to SetDebugEventListener */ typedef void (*EventCallback)(DebugEvent event, Handle<Object> exec_state, Handle<Object> event_data, Handle<Value> data); /** * Debug event callback function. * * \param event_details object providing information about the debug event * * A EventCallback2 does not take possession of the event data, * and must not rely on the data persisting after the handler returns. */ typedef void (*EventCallback2)(const EventDetails& event_details); /** * Debug message callback function. * * \param message the debug message handler message object * \param length length of the message * \param client_data the data value passed when registering the message handler * A MessageHandler does not take possession of the message string, * and must not rely on the data persisting after the handler returns. * * This message handler is deprecated. Use MessageHandler2 instead. */ typedef void (*MessageHandler)(const uint16_t* message, int length, ClientData* client_data); /** * Debug message callback function. * * \param message the debug message handler message object * * A MessageHandler does not take possession of the message data, * and must not rely on the data persisting after the handler returns. */ typedef void (*MessageHandler2)(const Message& message); /** * Debug host dispatch callback function. */ typedef void (*HostDispatchHandler)(); /** * Callback function for the host to ensure debug messages are processed. */ typedef void (*DebugMessageDispatchHandler)(); // Set a C debug event listener. static bool SetDebugEventListener(EventCallback that, Handle<Value> data = Handle<Value>()); static bool SetDebugEventListener2(EventCallback2 that, Handle<Value> data = Handle<Value>()); // Set a JavaScript debug event listener. static bool SetDebugEventListener(v8::Handle<v8::Object> that, Handle<Value> data = Handle<Value>()); // Schedule a debugger break to happen when JavaScript code is run // in the given isolate. If no isolate is provided the default // isolate is used. static void DebugBreak(Isolate* isolate = NULL); // Remove scheduled debugger break in given isolate if it has not // happened yet. If no isolate is provided the default isolate is // used. static void CancelDebugBreak(Isolate* isolate = NULL); // Break execution of JavaScript in the given isolate (this method // can be invoked from a non-VM thread) for further client command // execution on a VM thread. Client data is then passed in // EventDetails to EventCallback at the moment when the VM actually // stops. If no isolate is provided the default isolate is used. static void DebugBreakForCommand(ClientData* data = NULL, Isolate* isolate = NULL); // Message based interface. The message protocol is JSON. NOTE the message // handler thread is not supported any more parameter must be false. static void SetMessageHandler(MessageHandler handler, bool message_handler_thread = false); static void SetMessageHandler2(MessageHandler2 handler); // If no isolate is provided the default isolate is // used. static void SendCommand(const uint16_t* command, int length, ClientData* client_data = NULL, Isolate* isolate = NULL); // Dispatch interface. static void SetHostDispatchHandler(HostDispatchHandler handler, int period = 100); /** * Register a callback function to be called when a debug message has been * received and is ready to be processed. For the debug messages to be * processed V8 needs to be entered, and in certain embedding scenarios this * callback can be used to make sure V8 is entered for the debug message to * be processed. Note that debug messages will only be processed if there is * a V8 break. This can happen automatically by using the option * --debugger-auto-break. * \param provide_locker requires that V8 acquires v8::Locker for you before * calling handler */ static void SetDebugMessageDispatchHandler( DebugMessageDispatchHandler handler, bool provide_locker = false); /** * Run a JavaScript function in the debugger. * \param fun the function to call * \param data passed as second argument to the function * With this call the debugger is entered and the function specified is called * with the execution state as the first argument. This makes it possible to * get access to information otherwise not available during normal JavaScript * execution e.g. details on stack frames. Receiver of the function call will * be the debugger context global object, however this is a subject to change. * The following example shows a JavaScript function which when passed to * v8::Debug::Call will return the current line of JavaScript execution. * * \code * function frame_source_line(exec_state) { * return exec_state.frame(0).sourceLine(); * } * \endcode */ static Local<Value> Call(v8::Handle<v8::Function> fun, Handle<Value> data = Handle<Value>()); /** * Returns a mirror object for the given object. */ static Local<Value> GetMirror(v8::Handle<v8::Value> obj); /** * Enable the V8 builtin debug agent. The debugger agent will listen on the * supplied TCP/IP port for remote debugger connection. * \param name the name of the embedding application * \param port the TCP/IP port to listen on * \param wait_for_connection whether V8 should pause on a first statement * allowing remote debugger to connect before anything interesting happened */ static bool EnableAgent(const char* name, int port, bool wait_for_connection = false); /** * Disable the V8 builtin debug agent. The TCP/IP connection will be closed. */ static void DisableAgent(); /** * Makes V8 process all pending debug messages. * * From V8 point of view all debug messages come asynchronously (e.g. from * remote debugger) but they all must be handled synchronously: V8 cannot * do 2 things at one time so normal script execution must be interrupted * for a while. * * Generally when message arrives V8 may be in one of 3 states: * 1. V8 is running script; V8 will automatically interrupt and process all * pending messages (however auto_break flag should be enabled); * 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated * to reading and processing debug messages; * 3. V8 is not running at all or has called some long-working C++ function; * by default it means that processing of all debug messages will be deferred * until V8 gets control again; however, embedding application may improve * this by manually calling this method. * * It makes sense to call this method whenever a new debug message arrived and * V8 is not already running. Method v8::Debug::SetDebugMessageDispatchHandler * should help with the former condition. * * Technically this method in many senses is equivalent to executing empty * script: * 1. It does nothing except for processing all pending debug messages. * 2. It should be invoked with the same precautions and from the same context * as V8 script would be invoked from, because: * a. with "evaluate" command it can do whatever normal script can do, * including all native calls; * b. no other thread should call V8 while this method is running * (v8::Locker may be used here). * * "Evaluate" debug command behavior currently is not specified in scope * of this method. */ static void ProcessDebugMessages(); /** * Debugger is running in its own context which is entered while debugger * messages are being dispatched. This is an explicit getter for this * debugger context. Note that the content of the debugger context is subject * to change. */ static Local<Context> GetDebugContext(); }; } // namespace v8 #undef EXPORT #endif // V8_V8_DEBUG_H_