// 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_H_ #define V8_DEBUG_H_ #include "src/allocation.h" #include "src/arguments.h" #include "src/assembler.h" #include "src/execution.h" #include "src/factory.h" #include "src/flags.h" #include "src/frames-inl.h" #include "src/hashmap.h" #include "src/liveedit.h" #include "src/platform.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 { 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 }; // The different types of breakpoint position alignments. // Must match Debug.BreakPositionAlignment in debug-debugger.js enum BreakPositionAlignment { STATEMENT_ALIGNED = 0, BREAK_POSITION_ALIGNED = 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, BreakPositionAlignment alignment); void Reset(); bool Done() const; void SetBreakPoint(Handle<Object> break_point_object); void ClearBreakPoint(Handle<Object> break_point_object); void SetOneShot(); void ClearOneShot(); bool IsStepInLocation(Isolate* isolate); void PrepareStepIn(Isolate* isolate); 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: explicit ScriptCache(Isolate* isolate); 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); } // Clear the cache releasing all the weak handles. void Clear(); // Weak handle callback for scripts in the cache. static void HandleWeakScript( const v8::WeakCallbackData<v8::Value, void>& data); Isolate* isolate_; // 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_; }; // 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; 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::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(); // 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 Mutex mutex_; DISALLOW_COPY_AND_ASSIGN(LockingCommandMessageQueue); }; class PromiseOnStack { public: PromiseOnStack(Isolate* isolate, PromiseOnStack* prev, Handle<JSFunction> getter); ~PromiseOnStack(); StackHandler* handler() { return handler_; } Handle<JSFunction> getter() { return getter_; } PromiseOnStack* prev() { return prev_; } private: Isolate* isolate_; StackHandler* handler_; Handle<JSFunction> getter_; PromiseOnStack* prev_; }; // 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: enum AfterCompileFlags { NO_AFTER_COMPILE_FLAGS, SEND_WHEN_DEBUGGING }; // Debug event triggers. void OnDebugBreak(Handle<Object> break_points_hit, bool auto_continue); void OnException(Handle<Object> exception, bool uncaught); void OnBeforeCompile(Handle<Script> script); void OnAfterCompile(Handle<Script> script, AfterCompileFlags after_compile_flags); void OnScriptCollected(int id); // 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); // Enqueue a debugger command to the command queue for event listeners. void EnqueueDebugCommand(v8::Debug::ClientData* client_data = NULL); MUST_USE_RESULT MaybeHandle<Object> Call(Handle<JSFunction> fun, Handle<Object> data); Handle<Context> GetDebugContext(); void HandleDebugBreak(); void ProcessDebugMessages(bool debug_command_only); // Internal logic bool Load(); void Break(Arguments args, JavaScriptFrame*); 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 ClearAllBreakPoints(); void FloodWithOneShot(Handle<JSFunction> function); void FloodBoundFunctionWithOneShot(Handle<JSFunction> function); void FloodHandlerWithOneShot(); void ChangeBreakOnException(ExceptionBreakType type, bool enable); bool IsBreakOnException(ExceptionBreakType type); // Stepping handling. void PrepareStep(StepAction step_action, int step_count, StackFrame::Id frame_id); void ClearStepping(); void ClearStepOut(); bool IsStepping() { return thread_local_.step_count_ > 0; } bool StepNextContinue(BreakLocationIterator* break_location_iterator, JavaScriptFrame* frame); bool StepInActive() { return thread_local_.step_into_fp_ != 0; } void HandleStepIn(Handle<JSFunction> function, Handle<Object> holder, Address fp, bool is_constructor); bool StepOutActive() { return thread_local_.step_out_fp_ != 0; } // Purge all code objects that have no debug break slots. void PrepareForBreakPoints(); // 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); static Handle<DebugInfo> GetDebugInfo(Handle<SharedFunctionInfo> shared); static bool HasDebugInfo(Handle<SharedFunctionInfo> shared); // This function is used in FunctionNameUsing* tests. Object* FindSharedFunctionInfoInScript(Handle<Script> script, int position); // 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); static Handle<Object> GetSourceBreakLocations( Handle<SharedFunctionInfo> shared, BreakPositionAlignment position_aligment); // 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); // Promise handling. void PromiseHandlePrologue(Handle<JSFunction> promise_getter); void PromiseHandleEpilogue(); // Support for LiveEdit void FramesHaveBeenDropped(StackFrame::Id new_break_frame_id, LiveEdit::FrameDropMode mode, Object** restarter_frame_function_pointer); // Passed to MakeWeak. static void HandleWeakDebugInfo( const v8::WeakCallbackData<v8::Value, void>& data); // Threading support. char* ArchiveDebug(char* to); char* RestoreDebug(char* from); static int ArchiveSpacePerThread(); void FreeThreadResources() { } // Record function from which eval was called. static void RecordEvalCaller(Handle<Script> script); // Garbage collection notifications. void AfterGarbageCollection(); // Flags and states. DebugScope* debugger_entry() { return 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 has_break_points() const { return has_break_points_; } inline bool in_debug_scope() const { return thread_local_.current_debug_scope_ != NULL; } void set_disable_break(bool v) { break_disabled_ = v; } StackFrame::Id break_frame_id() { return thread_local_.break_frame_id_; } int break_id() { return thread_local_.break_id_; } // Support for embedding into generated code. Address after_break_target_address() { return reinterpret_cast<Address>(&after_break_target_); } Address restarter_frame_function_pointer_address() { Object*** address = &thread_local_.restarter_frame_function_pointer_; return reinterpret_cast<Address>(address); } Address step_in_fp_addr() { return reinterpret_cast<Address>(&thread_local_.step_into_fp_); } 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_; } // Constructors for debug event objects. MUST_USE_RESULT MaybeHandle<Object> MakeJSObject( const char* constructor_name, int argc, Handle<Object> argv[]); 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, bool before); MUST_USE_RESULT MaybeHandle<Object> MakeScriptCollectedEvent(int id); // Mirror cache handling. void ClearMirrorCache(); // Returns a promise if it does not have a reject handler. Handle<Object> GetPromiseForUncaughtException(); void CallEventCallback(v8::DebugEvent event, Handle<Object> exec_state, Handle<Object> event_data, v8::Debug::ClientData* client_data); 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); static bool CompileDebuggerScript(Isolate* isolate, int index); void ClearOneShot(); void ActivateStepIn(StackFrame* frame); void ClearStepIn(); void ActivateStepOut(StackFrame* frame); void ClearStepNext(); // Returns whether the compile succeeded. void RemoveDebugInfo(Handle<DebugInfo> debug_info); Handle<Object> CheckBreakPoints(Handle<Object> break_point); bool CheckBreakPoint(Handle<Object> break_point_object); inline void AssertDebugContext() { ASSERT(isolate_->context() == *debug_context()); ASSERT(in_debug_scope()); } void ThreadInit(); // 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; Semaphore command_received_; // Signaled for each command received. LockingCommandMessageQueue command_queue_; LockingCommandMessageQueue event_command_queue_; bool is_active_; bool is_suppressed_; bool live_edit_enabled_; bool has_break_points_; bool break_disabled_; bool break_on_exception_; bool break_on_uncaught_exception_; ScriptCache* script_cache_; // Cache of all scripts in the heap. 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_; // Per-thread data. class ThreadLocal { public: // Top debugger entry. DebugScope* 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_; // 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_; // Stores the way how LiveEdit has patched the stack. It is used when // debugger returns control back to user script. LiveEdit::FrameDropMode frame_drop_mode_; // 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_; // When a promise is being resolved, we may want to trigger a debug event // if we catch a throw. For this purpose we remember the try-catch // handler address that would catch the exception. We also hold onto a // closure that returns a promise if the exception is considered uncaught. // Due to the possibility of reentry we use a linked list. PromiseOnStack* promise_on_stack_; }; // 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); }; DECLARE_RUNTIME_FUNCTION(Debug_Break); // 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. bool failed_; // Did the debug context fail to load? SaveContext save_; // Saves previous context. }; // Stack allocated class for disabling break. class DisableBreak BASE_EMBEDDED { public: explicit DisableBreak(Debug* debug, bool disable_break) : debug_(debug), old_state_(debug->break_disabled_) { debug_->break_disabled_ = disable_break; } ~DisableBreak() { debug_->break_disabled_ = old_state_; } private: Debug* debug_; bool old_state_; 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: static void GenerateSlot(MacroAssembler* masm); static void GenerateCallICStubDebugBreak(MacroAssembler* masm); static void GenerateLoadICDebugBreak(MacroAssembler* masm); static void GenerateStoreICDebugBreak(MacroAssembler* masm); static void GenerateKeyedLoadICDebugBreak(MacroAssembler* masm); static void GenerateKeyedStoreICDebugBreak(MacroAssembler* masm); static void GenerateCompareNilICDebugBreak(MacroAssembler* masm); static void GenerateReturnDebugBreak(MacroAssembler* masm); static void GenerateCallFunctionStubDebugBreak(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); }; } } // namespace v8::internal #endif // V8_DEBUG_H_