| // 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. |
| |
| #include "v8.h" |
| |
| #include "api.h" |
| #include "arguments.h" |
| #include "bootstrapper.h" |
| #include "code-stubs.h" |
| #include "compilation-cache.h" |
| #include "compiler.h" |
| #include "debug.h" |
| #include "execution.h" |
| #include "global-handles.h" |
| #include "ic.h" |
| #include "ic-inl.h" |
| #include "natives.h" |
| #include "stub-cache.h" |
| #include "log.h" |
| |
| #include "../include/v8-debug.h" |
| |
| namespace v8 { |
| namespace internal { |
| |
| #ifdef ENABLE_DEBUGGER_SUPPORT |
| static void PrintLn(v8::Local<v8::Value> value) { |
| v8::Local<v8::String> s = value->ToString(); |
| char* data = NewArray<char>(s->Length() + 1); |
| if (data == NULL) { |
| V8::FatalProcessOutOfMemory("PrintLn"); |
| return; |
| } |
| s->WriteAscii(data); |
| PrintF("%s\n", data); |
| DeleteArray(data); |
| } |
| |
| |
| static Handle<Code> ComputeCallDebugBreak(int argc) { |
| CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugBreak(argc), Code); |
| } |
| |
| |
| static Handle<Code> ComputeCallDebugPrepareStepIn(int argc) { |
| CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugPrepareStepIn(argc), Code); |
| } |
| |
| |
| BreakLocationIterator::BreakLocationIterator(Handle<DebugInfo> debug_info, |
| BreakLocatorType type) { |
| debug_info_ = debug_info; |
| type_ = type; |
| reloc_iterator_ = NULL; |
| reloc_iterator_original_ = NULL; |
| Reset(); // Initialize the rest of the member variables. |
| } |
| |
| |
| BreakLocationIterator::~BreakLocationIterator() { |
| ASSERT(reloc_iterator_ != NULL); |
| ASSERT(reloc_iterator_original_ != NULL); |
| delete reloc_iterator_; |
| delete reloc_iterator_original_; |
| } |
| |
| |
| void BreakLocationIterator::Next() { |
| AssertNoAllocation nogc; |
| ASSERT(!RinfoDone()); |
| |
| // Iterate through reloc info for code and original code stopping at each |
| // breakable code target. |
| bool first = break_point_ == -1; |
| while (!RinfoDone()) { |
| if (!first) RinfoNext(); |
| first = false; |
| if (RinfoDone()) return; |
| |
| // Whenever a statement position or (plain) position is passed update the |
| // current value of these. |
| if (RelocInfo::IsPosition(rmode())) { |
| if (RelocInfo::IsStatementPosition(rmode())) { |
| statement_position_ = static_cast<int>( |
| rinfo()->data() - debug_info_->shared()->start_position()); |
| } |
| // Always update the position as we don't want that to be before the |
| // statement position. |
| position_ = static_cast<int>( |
| rinfo()->data() - debug_info_->shared()->start_position()); |
| ASSERT(position_ >= 0); |
| ASSERT(statement_position_ >= 0); |
| } |
| |
| // Check for breakable code target. Look in the original code as setting |
| // break points can cause the code targets in the running (debugged) code to |
| // be of a different kind than in the original code. |
| if (RelocInfo::IsCodeTarget(rmode())) { |
| Address target = original_rinfo()->target_address(); |
| Code* code = Code::GetCodeFromTargetAddress(target); |
| if (code->is_inline_cache_stub() || RelocInfo::IsConstructCall(rmode())) { |
| break_point_++; |
| return; |
| } |
| if (code->kind() == Code::STUB) { |
| if (IsDebuggerStatement()) { |
| break_point_++; |
| return; |
| } |
| if (type_ == ALL_BREAK_LOCATIONS) { |
| if (Debug::IsBreakStub(code)) { |
| break_point_++; |
| return; |
| } |
| } else { |
| ASSERT(type_ == SOURCE_BREAK_LOCATIONS); |
| if (Debug::IsSourceBreakStub(code)) { |
| break_point_++; |
| return; |
| } |
| } |
| } |
| } |
| |
| // Check for break at return. |
| if (RelocInfo::IsJSReturn(rmode())) { |
| // Set the positions to the end of the function. |
| if (debug_info_->shared()->HasSourceCode()) { |
| position_ = debug_info_->shared()->end_position() - |
| debug_info_->shared()->start_position(); |
| } else { |
| position_ = 0; |
| } |
| statement_position_ = position_; |
| break_point_++; |
| return; |
| } |
| } |
| } |
| |
| |
| void BreakLocationIterator::Next(int count) { |
| while (count > 0) { |
| Next(); |
| count--; |
| } |
| } |
| |
| |
| // Find the break point closest to the supplied address. |
| void BreakLocationIterator::FindBreakLocationFromAddress(Address pc) { |
| // Run through all break points to locate the one closest to the address. |
| int closest_break_point = 0; |
| int distance = kMaxInt; |
| while (!Done()) { |
| // Check if this break point is closer that what was previously found. |
| if (this->pc() < pc && pc - this->pc() < distance) { |
| closest_break_point = break_point(); |
| distance = static_cast<int>(pc - this->pc()); |
| // Check whether we can't get any closer. |
| if (distance == 0) break; |
| } |
| Next(); |
| } |
| |
| // Move to the break point found. |
| Reset(); |
| Next(closest_break_point); |
| } |
| |
| |
| // Find the break point closest to the supplied source position. |
| void BreakLocationIterator::FindBreakLocationFromPosition(int position) { |
| // Run through all break points to locate the one closest to the source |
| // position. |
| int closest_break_point = 0; |
| int distance = kMaxInt; |
| while (!Done()) { |
| // Check if this break point is closer that what was previously found. |
| if (position <= statement_position() && |
| statement_position() - position < distance) { |
| closest_break_point = break_point(); |
| distance = statement_position() - position; |
| // Check whether we can't get any closer. |
| if (distance == 0) break; |
| } |
| Next(); |
| } |
| |
| // Move to the break point found. |
| Reset(); |
| Next(closest_break_point); |
| } |
| |
| |
| void BreakLocationIterator::Reset() { |
| // Create relocation iterators for the two code objects. |
| if (reloc_iterator_ != NULL) delete reloc_iterator_; |
| if (reloc_iterator_original_ != NULL) delete reloc_iterator_original_; |
| reloc_iterator_ = new RelocIterator(debug_info_->code()); |
| reloc_iterator_original_ = new RelocIterator(debug_info_->original_code()); |
| |
| // Position at the first break point. |
| break_point_ = -1; |
| position_ = 1; |
| statement_position_ = 1; |
| Next(); |
| } |
| |
| |
| bool BreakLocationIterator::Done() const { |
| return RinfoDone(); |
| } |
| |
| |
| void BreakLocationIterator::SetBreakPoint(Handle<Object> break_point_object) { |
| // If there is not already a real break point here patch code with debug |
| // break. |
| if (!HasBreakPoint()) { |
| SetDebugBreak(); |
| } |
| ASSERT(IsDebugBreak() || IsDebuggerStatement()); |
| // Set the break point information. |
| DebugInfo::SetBreakPoint(debug_info_, code_position(), |
| position(), statement_position(), |
| break_point_object); |
| } |
| |
| |
| void BreakLocationIterator::ClearBreakPoint(Handle<Object> break_point_object) { |
| // Clear the break point information. |
| DebugInfo::ClearBreakPoint(debug_info_, code_position(), break_point_object); |
| // If there are no more break points here remove the debug break. |
| if (!HasBreakPoint()) { |
| ClearDebugBreak(); |
| ASSERT(!IsDebugBreak()); |
| } |
| } |
| |
| |
| void BreakLocationIterator::SetOneShot() { |
| // Debugger statement always calls debugger. No need to modify it. |
| if (IsDebuggerStatement()) { |
| return; |
| } |
| |
| // If there is a real break point here no more to do. |
| if (HasBreakPoint()) { |
| ASSERT(IsDebugBreak()); |
| return; |
| } |
| |
| // Patch code with debug break. |
| SetDebugBreak(); |
| } |
| |
| |
| void BreakLocationIterator::ClearOneShot() { |
| // Debugger statement always calls debugger. No need to modify it. |
| if (IsDebuggerStatement()) { |
| return; |
| } |
| |
| // If there is a real break point here no more to do. |
| if (HasBreakPoint()) { |
| ASSERT(IsDebugBreak()); |
| return; |
| } |
| |
| // Patch code removing debug break. |
| ClearDebugBreak(); |
| ASSERT(!IsDebugBreak()); |
| } |
| |
| |
| void BreakLocationIterator::SetDebugBreak() { |
| // Debugger statement always calls debugger. No need to modify it. |
| if (IsDebuggerStatement()) { |
| return; |
| } |
| |
| // If there is already a break point here just return. This might happen if |
| // the same code is flooded with break points twice. Flooding the same |
| // function twice might happen when stepping in a function with an exception |
| // handler as the handler and the function is the same. |
| if (IsDebugBreak()) { |
| return; |
| } |
| |
| if (RelocInfo::IsJSReturn(rmode())) { |
| // Patch the frame exit code with a break point. |
| SetDebugBreakAtReturn(); |
| } else { |
| // Patch the IC call. |
| SetDebugBreakAtIC(); |
| } |
| ASSERT(IsDebugBreak()); |
| } |
| |
| |
| void BreakLocationIterator::ClearDebugBreak() { |
| // Debugger statement always calls debugger. No need to modify it. |
| if (IsDebuggerStatement()) { |
| return; |
| } |
| |
| if (RelocInfo::IsJSReturn(rmode())) { |
| // Restore the frame exit code. |
| ClearDebugBreakAtReturn(); |
| } else { |
| // Patch the IC call. |
| ClearDebugBreakAtIC(); |
| } |
| ASSERT(!IsDebugBreak()); |
| } |
| |
| |
| void BreakLocationIterator::PrepareStepIn() { |
| HandleScope scope; |
| |
| // Step in can only be prepared if currently positioned on an IC call, |
| // construct call or CallFunction stub call. |
| Address target = rinfo()->target_address(); |
| Handle<Code> code(Code::GetCodeFromTargetAddress(target)); |
| if (code->is_call_stub()) { |
| // Step in through IC call is handled by the runtime system. Therefore make |
| // sure that the any current IC is cleared and the runtime system is |
| // called. If the executing code has a debug break at the location change |
| // the call in the original code as it is the code there that will be |
| // executed in place of the debug break call. |
| Handle<Code> stub = ComputeCallDebugPrepareStepIn(code->arguments_count()); |
| if (IsDebugBreak()) { |
| original_rinfo()->set_target_address(stub->entry()); |
| } else { |
| rinfo()->set_target_address(stub->entry()); |
| } |
| } else { |
| #ifdef DEBUG |
| // All the following stuff is needed only for assertion checks so the code |
| // is wrapped in ifdef. |
| Handle<Code> maybe_call_function_stub = code; |
| if (IsDebugBreak()) { |
| Address original_target = original_rinfo()->target_address(); |
| maybe_call_function_stub = |
| Handle<Code>(Code::GetCodeFromTargetAddress(original_target)); |
| } |
| bool is_call_function_stub = |
| (maybe_call_function_stub->kind() == Code::STUB && |
| maybe_call_function_stub->major_key() == CodeStub::CallFunction); |
| |
| // Step in through construct call requires no changes to the running code. |
| // Step in through getters/setters should already be prepared as well |
| // because caller of this function (Debug::PrepareStep) is expected to |
| // flood the top frame's function with one shot breakpoints. |
| // Step in through CallFunction stub should also be prepared by caller of |
| // this function (Debug::PrepareStep) which should flood target function |
| // with breakpoints. |
| ASSERT(RelocInfo::IsConstructCall(rmode()) || code->is_inline_cache_stub() |
| || is_call_function_stub); |
| #endif |
| } |
| } |
| |
| |
| // Check whether the break point is at a position which will exit the function. |
| bool BreakLocationIterator::IsExit() const { |
| return (RelocInfo::IsJSReturn(rmode())); |
| } |
| |
| |
| bool BreakLocationIterator::HasBreakPoint() { |
| return debug_info_->HasBreakPoint(code_position()); |
| } |
| |
| |
| // Check whether there is a debug break at the current position. |
| bool BreakLocationIterator::IsDebugBreak() { |
| if (RelocInfo::IsJSReturn(rmode())) { |
| return IsDebugBreakAtReturn(); |
| } else { |
| return Debug::IsDebugBreak(rinfo()->target_address()); |
| } |
| } |
| |
| |
| void BreakLocationIterator::SetDebugBreakAtIC() { |
| // Patch the original code with the current address as the current address |
| // might have changed by the inline caching since the code was copied. |
| original_rinfo()->set_target_address(rinfo()->target_address()); |
| |
| RelocInfo::Mode mode = rmode(); |
| if (RelocInfo::IsCodeTarget(mode)) { |
| Address target = rinfo()->target_address(); |
| Handle<Code> code(Code::GetCodeFromTargetAddress(target)); |
| |
| // Patch the code to invoke the builtin debug break function matching the |
| // calling convention used by the call site. |
| Handle<Code> dbgbrk_code(Debug::FindDebugBreak(code, mode)); |
| rinfo()->set_target_address(dbgbrk_code->entry()); |
| |
| // For stubs that refer back to an inlined version clear the cached map for |
| // the inlined case to always go through the IC. As long as the break point |
| // is set the patching performed by the runtime system will take place in |
| // the code copy and will therefore have no effect on the running code |
| // keeping it from using the inlined code. |
| if (code->is_keyed_load_stub()) KeyedLoadIC::ClearInlinedVersion(pc()); |
| if (code->is_keyed_store_stub()) KeyedStoreIC::ClearInlinedVersion(pc()); |
| } |
| } |
| |
| |
| void BreakLocationIterator::ClearDebugBreakAtIC() { |
| // Patch the code to the original invoke. |
| rinfo()->set_target_address(original_rinfo()->target_address()); |
| |
| RelocInfo::Mode mode = rmode(); |
| if (RelocInfo::IsCodeTarget(mode)) { |
| Address target = original_rinfo()->target_address(); |
| Handle<Code> code(Code::GetCodeFromTargetAddress(target)); |
| |
| // Restore the inlined version of keyed stores to get back to the |
| // fast case. We need to patch back the keyed store because no |
| // patching happens when running normally. For keyed loads, the |
| // map check will get patched back when running normally after ICs |
| // have been cleared at GC. |
| if (code->is_keyed_store_stub()) KeyedStoreIC::RestoreInlinedVersion(pc()); |
| } |
| } |
| |
| |
| bool BreakLocationIterator::IsDebuggerStatement() { |
| if (RelocInfo::IsCodeTarget(rmode())) { |
| Address target = original_rinfo()->target_address(); |
| Code* code = Code::GetCodeFromTargetAddress(target); |
| if (code->kind() == Code::STUB) { |
| CodeStub::Major major_key = code->major_key(); |
| return (major_key == CodeStub::DebuggerStatement); |
| } |
| } |
| return false; |
| } |
| |
| |
| Object* BreakLocationIterator::BreakPointObjects() { |
| return debug_info_->GetBreakPointObjects(code_position()); |
| } |
| |
| |
| // Clear out all the debug break code. This is ONLY supposed to be used when |
| // shutting down the debugger as it will leave the break point information in |
| // DebugInfo even though the code is patched back to the non break point state. |
| void BreakLocationIterator::ClearAllDebugBreak() { |
| while (!Done()) { |
| ClearDebugBreak(); |
| Next(); |
| } |
| } |
| |
| |
| bool BreakLocationIterator::RinfoDone() const { |
| ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done()); |
| return reloc_iterator_->done(); |
| } |
| |
| |
| void BreakLocationIterator::RinfoNext() { |
| reloc_iterator_->next(); |
| reloc_iterator_original_->next(); |
| #ifdef DEBUG |
| ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done()); |
| if (!reloc_iterator_->done()) { |
| ASSERT(rmode() == original_rmode()); |
| } |
| #endif |
| } |
| |
| |
| bool Debug::has_break_points_ = false; |
| ScriptCache* Debug::script_cache_ = NULL; |
| DebugInfoListNode* Debug::debug_info_list_ = NULL; |
| |
| |
| // Threading support. |
| void Debug::ThreadInit() { |
| thread_local_.break_count_ = 0; |
| thread_local_.break_id_ = 0; |
| thread_local_.break_frame_id_ = StackFrame::NO_ID; |
| thread_local_.last_step_action_ = StepNone; |
| thread_local_.last_statement_position_ = RelocInfo::kNoPosition; |
| thread_local_.step_count_ = 0; |
| thread_local_.last_fp_ = 0; |
| thread_local_.step_into_fp_ = 0; |
| thread_local_.step_out_fp_ = 0; |
| thread_local_.after_break_target_ = 0; |
| thread_local_.debugger_entry_ = NULL; |
| thread_local_.pending_interrupts_ = 0; |
| } |
| |
| |
| JSCallerSavedBuffer Debug::registers_; |
| Debug::ThreadLocal Debug::thread_local_; |
| |
| |
| char* Debug::ArchiveDebug(char* storage) { |
| char* to = storage; |
| memcpy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal)); |
| to += sizeof(ThreadLocal); |
| memcpy(to, reinterpret_cast<char*>(®isters_), sizeof(registers_)); |
| ThreadInit(); |
| ASSERT(to <= storage + ArchiveSpacePerThread()); |
| return storage + ArchiveSpacePerThread(); |
| } |
| |
| |
| char* Debug::RestoreDebug(char* storage) { |
| char* from = storage; |
| memcpy(reinterpret_cast<char*>(&thread_local_), from, sizeof(ThreadLocal)); |
| from += sizeof(ThreadLocal); |
| memcpy(reinterpret_cast<char*>(®isters_), from, sizeof(registers_)); |
| ASSERT(from <= storage + ArchiveSpacePerThread()); |
| return storage + ArchiveSpacePerThread(); |
| } |
| |
| |
| int Debug::ArchiveSpacePerThread() { |
| return sizeof(ThreadLocal) + sizeof(registers_); |
| } |
| |
| |
| // Default break enabled. |
| bool Debug::disable_break_ = false; |
| |
| // Default call debugger on uncaught exception. |
| bool Debug::break_on_exception_ = false; |
| bool Debug::break_on_uncaught_exception_ = true; |
| |
| Handle<Context> Debug::debug_context_ = Handle<Context>(); |
| Code* Debug::debug_break_return_ = NULL; |
| |
| |
| void ScriptCache::Add(Handle<Script> script) { |
| // Create an entry in the hash map for the script. |
| int id = Smi::cast(script->id())->value(); |
| HashMap::Entry* entry = |
| HashMap::Lookup(reinterpret_cast<void*>(id), Hash(id), true); |
| if (entry->value != NULL) { |
| ASSERT(*script == *reinterpret_cast<Script**>(entry->value)); |
| return; |
| } |
| |
| // Globalize the script object, make it weak and use the location of the |
| // global handle as the value in the hash map. |
| Handle<Script> script_ = |
| Handle<Script>::cast((GlobalHandles::Create(*script))); |
| GlobalHandles::MakeWeak(reinterpret_cast<Object**>(script_.location()), |
| this, ScriptCache::HandleWeakScript); |
| entry->value = script_.location(); |
| } |
| |
| |
| Handle<FixedArray> ScriptCache::GetScripts() { |
| Handle<FixedArray> instances = Factory::NewFixedArray(occupancy()); |
| int count = 0; |
| for (HashMap::Entry* entry = Start(); entry != NULL; entry = Next(entry)) { |
| ASSERT(entry->value != NULL); |
| if (entry->value != NULL) { |
| instances->set(count, *reinterpret_cast<Script**>(entry->value)); |
| count++; |
| } |
| } |
| return instances; |
| } |
| |
| |
| void ScriptCache::ProcessCollectedScripts() { |
| for (int i = 0; i < collected_scripts_.length(); i++) { |
| Debugger::OnScriptCollected(collected_scripts_[i]); |
| } |
| collected_scripts_.Clear(); |
| } |
| |
| |
| void ScriptCache::Clear() { |
| // Iterate the script cache to get rid of all the weak handles. |
| for (HashMap::Entry* entry = Start(); entry != NULL; entry = Next(entry)) { |
| ASSERT(entry != NULL); |
| Object** location = reinterpret_cast<Object**>(entry->value); |
| ASSERT((*location)->IsScript()); |
| GlobalHandles::ClearWeakness(location); |
| GlobalHandles::Destroy(location); |
| } |
| // Clear the content of the hash map. |
| HashMap::Clear(); |
| } |
| |
| |
| void ScriptCache::HandleWeakScript(v8::Persistent<v8::Value> obj, void* data) { |
| ScriptCache* script_cache = reinterpret_cast<ScriptCache*>(data); |
| // Find the location of the global handle. |
| Script** location = |
| reinterpret_cast<Script**>(Utils::OpenHandle(*obj).location()); |
| ASSERT((*location)->IsScript()); |
| |
| // Remove the entry from the cache. |
| int id = Smi::cast((*location)->id())->value(); |
| script_cache->Remove(reinterpret_cast<void*>(id), Hash(id)); |
| script_cache->collected_scripts_.Add(id); |
| |
| // Clear the weak handle. |
| obj.Dispose(); |
| obj.Clear(); |
| } |
| |
| |
| void Debug::Setup(bool create_heap_objects) { |
| ThreadInit(); |
| if (create_heap_objects) { |
| // Get code to handle debug break on return. |
| debug_break_return_ = |
| Builtins::builtin(Builtins::Return_DebugBreak); |
| ASSERT(debug_break_return_->IsCode()); |
| } |
| } |
| |
| |
| void Debug::HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data) { |
| DebugInfoListNode* node = reinterpret_cast<DebugInfoListNode*>(data); |
| RemoveDebugInfo(node->debug_info()); |
| #ifdef DEBUG |
| node = Debug::debug_info_list_; |
| while (node != NULL) { |
| ASSERT(node != reinterpret_cast<DebugInfoListNode*>(data)); |
| node = node->next(); |
| } |
| #endif |
| } |
| |
| |
| DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) { |
| // Globalize the request debug info object and make it weak. |
| debug_info_ = Handle<DebugInfo>::cast((GlobalHandles::Create(debug_info))); |
| GlobalHandles::MakeWeak(reinterpret_cast<Object**>(debug_info_.location()), |
| this, Debug::HandleWeakDebugInfo); |
| } |
| |
| |
| DebugInfoListNode::~DebugInfoListNode() { |
| GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_info_.location())); |
| } |
| |
| |
| bool Debug::CompileDebuggerScript(int index) { |
| HandleScope scope; |
| |
| // Bail out if the index is invalid. |
| if (index == -1) { |
| return false; |
| } |
| |
| // Find source and name for the requested script. |
| Handle<String> source_code = Bootstrapper::NativesSourceLookup(index); |
| Vector<const char> name = Natives::GetScriptName(index); |
| Handle<String> script_name = Factory::NewStringFromAscii(name); |
| |
| // Compile the script. |
| bool allow_natives_syntax = FLAG_allow_natives_syntax; |
| FLAG_allow_natives_syntax = true; |
| Handle<JSFunction> boilerplate; |
| boilerplate = Compiler::Compile(source_code, |
| script_name, |
| 0, |
| 0, |
| NULL, |
| NULL, |
| NATIVES_CODE); |
| FLAG_allow_natives_syntax = allow_natives_syntax; |
| |
| // Silently ignore stack overflows during compilation. |
| if (boilerplate.is_null()) { |
| ASSERT(Top::has_pending_exception()); |
| Top::clear_pending_exception(); |
| return false; |
| } |
| |
| // Execute the boilerplate function in the debugger context. |
| Handle<Context> context = Top::global_context(); |
| bool caught_exception = false; |
| Handle<JSFunction> function = |
| Factory::NewFunctionFromBoilerplate(boilerplate, context); |
| Handle<Object> result = |
| Execution::TryCall(function, Handle<Object>(context->global()), |
| 0, NULL, &caught_exception); |
| |
| // Check for caught exceptions. |
| if (caught_exception) { |
| Handle<Object> message = MessageHandler::MakeMessageObject( |
| "error_loading_debugger", NULL, Vector<Handle<Object> >::empty(), |
| Handle<String>()); |
| MessageHandler::ReportMessage(NULL, message); |
| return false; |
| } |
| |
| // Mark this script as native and return successfully. |
| Handle<Script> script(Script::cast(function->shared()->script())); |
| return true; |
| } |
| |
| |
| bool Debug::Load() { |
| // Return if debugger is already loaded. |
| if (IsLoaded()) return true; |
| |
| // Bail out if we're already in the process of compiling the native |
| // JavaScript source code for the debugger. |
| if (Debugger::compiling_natives() || Debugger::is_loading_debugger()) |
| return false; |
| Debugger::set_loading_debugger(true); |
| |
| // Disable breakpoints and interrupts while compiling and running the |
| // debugger scripts including the context creation code. |
| DisableBreak disable(true); |
| PostponeInterruptsScope postpone; |
| |
| // Create the debugger context. |
| HandleScope scope; |
| Handle<Context> context = |
| Bootstrapper::CreateEnvironment(Handle<Object>::null(), |
| v8::Handle<ObjectTemplate>(), |
| NULL); |
| |
| // Use the debugger context. |
| SaveContext save; |
| Top::set_context(*context); |
| |
| // Expose the builtins object in the debugger context. |
| Handle<String> key = Factory::LookupAsciiSymbol("builtins"); |
| Handle<GlobalObject> global = Handle<GlobalObject>(context->global()); |
| SetProperty(global, key, Handle<Object>(global->builtins()), NONE); |
| |
| // Compile the JavaScript for the debugger in the debugger context. |
| Debugger::set_compiling_natives(true); |
| bool caught_exception = |
| !CompileDebuggerScript(Natives::GetIndex("mirror")) || |
| !CompileDebuggerScript(Natives::GetIndex("debug")); |
| Debugger::set_compiling_natives(false); |
| |
| // Make sure we mark the debugger as not loading before we might |
| // return. |
| Debugger::set_loading_debugger(false); |
| |
| // Check for caught exceptions. |
| if (caught_exception) return false; |
| |
| // Debugger loaded. |
| debug_context_ = Handle<Context>::cast(GlobalHandles::Create(*context)); |
| |
| return true; |
| } |
| |
| |
| void Debug::Unload() { |
| // Return debugger is not loaded. |
| if (!IsLoaded()) { |
| return; |
| } |
| |
| // Clear the script cache. |
| DestroyScriptCache(); |
| |
| // Clear debugger context global handle. |
| GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_context_.location())); |
| debug_context_ = Handle<Context>(); |
| } |
| |
| |
| // Set the flag indicating that preemption happened during debugging. |
| void Debug::PreemptionWhileInDebugger() { |
| ASSERT(InDebugger()); |
| Debug::set_interrupts_pending(PREEMPT); |
| } |
| |
| |
| void Debug::Iterate(ObjectVisitor* v) { |
| v->VisitPointer(bit_cast<Object**, Code**>(&(debug_break_return_))); |
| } |
| |
| |
| Object* Debug::Break(Arguments args) { |
| HandleScope scope; |
| ASSERT(args.length() == 0); |
| |
| // Get the top-most JavaScript frame. |
| JavaScriptFrameIterator it; |
| JavaScriptFrame* frame = it.frame(); |
| |
| // Just continue if breaks are disabled or debugger cannot be loaded. |
| if (disable_break() || !Load()) { |
| SetAfterBreakTarget(frame); |
| return Heap::undefined_value(); |
| } |
| |
| // Enter the debugger. |
| EnterDebugger debugger; |
| if (debugger.FailedToEnter()) { |
| return Heap::undefined_value(); |
| } |
| |
| // Postpone interrupt during breakpoint processing. |
| PostponeInterruptsScope postpone; |
| |
| // Get the debug info (create it if it does not exist). |
| Handle<SharedFunctionInfo> shared = |
| Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared()); |
| Handle<DebugInfo> debug_info = GetDebugInfo(shared); |
| |
| // Find the break point where execution has stopped. |
| BreakLocationIterator break_location_iterator(debug_info, |
| ALL_BREAK_LOCATIONS); |
| break_location_iterator.FindBreakLocationFromAddress(frame->pc()); |
| |
| // Check whether step next reached a new statement. |
| if (!StepNextContinue(&break_location_iterator, frame)) { |
| // Decrease steps left if performing multiple steps. |
| if (thread_local_.step_count_ > 0) { |
| thread_local_.step_count_--; |
| } |
| } |
| |
| // If there is one or more real break points check whether any of these are |
| // triggered. |
| Handle<Object> break_points_hit(Heap::undefined_value()); |
| if (break_location_iterator.HasBreakPoint()) { |
| Handle<Object> break_point_objects = |
| Handle<Object>(break_location_iterator.BreakPointObjects()); |
| break_points_hit = CheckBreakPoints(break_point_objects); |
| } |
| |
| // If step out is active skip everything until the frame where we need to step |
| // out to is reached, unless real breakpoint is hit. |
| if (Debug::StepOutActive() && frame->fp() != Debug::step_out_fp() && |
| break_points_hit->IsUndefined() ) { |
| // Step count should always be 0 for StepOut. |
| ASSERT(thread_local_.step_count_ == 0); |
| } else if (!break_points_hit->IsUndefined() || |
| (thread_local_.last_step_action_ != StepNone && |
| thread_local_.step_count_ == 0)) { |
| // Notify debugger if a real break point is triggered or if performing |
| // single stepping with no more steps to perform. Otherwise do another step. |
| |
| // Clear all current stepping setup. |
| ClearStepping(); |
| |
| // Notify the debug event listeners. |
| Debugger::OnDebugBreak(break_points_hit, false); |
| } else if (thread_local_.last_step_action_ != StepNone) { |
| // Hold on to last step action as it is cleared by the call to |
| // ClearStepping. |
| StepAction step_action = thread_local_.last_step_action_; |
| int step_count = thread_local_.step_count_; |
| |
| // Clear all current stepping setup. |
| ClearStepping(); |
| |
| // Set up for the remaining steps. |
| PrepareStep(step_action, step_count); |
| } |
| |
| // Install jump to the call address which was overwritten. |
| SetAfterBreakTarget(frame); |
| |
| return Heap::undefined_value(); |
| } |
| |
| |
| // Check the break point objects for whether one or more are actually |
| // triggered. This function returns a JSArray with the break point objects |
| // which is triggered. |
| Handle<Object> Debug::CheckBreakPoints(Handle<Object> break_point_objects) { |
| int break_points_hit_count = 0; |
| Handle<JSArray> break_points_hit = Factory::NewJSArray(1); |
| |
| // If there are multiple break points they are in a FixedArray. |
| ASSERT(!break_point_objects->IsUndefined()); |
| if (break_point_objects->IsFixedArray()) { |
| Handle<FixedArray> array(FixedArray::cast(*break_point_objects)); |
| for (int i = 0; i < array->length(); i++) { |
| Handle<Object> o(array->get(i)); |
| if (CheckBreakPoint(o)) { |
| break_points_hit->SetElement(break_points_hit_count++, *o); |
| } |
| } |
| } else { |
| if (CheckBreakPoint(break_point_objects)) { |
| break_points_hit->SetElement(break_points_hit_count++, |
| *break_point_objects); |
| } |
| } |
| |
| // Return undefined if no break points where triggered. |
| if (break_points_hit_count == 0) { |
| return Factory::undefined_value(); |
| } |
| return break_points_hit; |
| } |
| |
| |
| // Check whether a single break point object is triggered. |
| bool Debug::CheckBreakPoint(Handle<Object> break_point_object) { |
| HandleScope scope; |
| |
| // Ignore check if break point object is not a JSObject. |
| if (!break_point_object->IsJSObject()) return true; |
| |
| // Get the function CheckBreakPoint (defined in debug.js). |
| Handle<JSFunction> check_break_point = |
| Handle<JSFunction>(JSFunction::cast( |
| debug_context()->global()->GetProperty( |
| *Factory::LookupAsciiSymbol("IsBreakPointTriggered")))); |
| |
| // Get the break id as an object. |
| Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id()); |
| |
| // Call HandleBreakPointx. |
| bool caught_exception = false; |
| const int argc = 2; |
| Object** argv[argc] = { |
| break_id.location(), |
| reinterpret_cast<Object**>(break_point_object.location()) |
| }; |
| Handle<Object> result = Execution::TryCall(check_break_point, |
| Top::builtins(), argc, argv, |
| &caught_exception); |
| |
| // If exception or non boolean result handle as not triggered |
| if (caught_exception || !result->IsBoolean()) { |
| return false; |
| } |
| |
| // Return whether the break point is triggered. |
| return *result == Heap::true_value(); |
| } |
| |
| |
| // Check whether the function has debug information. |
| bool Debug::HasDebugInfo(Handle<SharedFunctionInfo> shared) { |
| return !shared->debug_info()->IsUndefined(); |
| } |
| |
| |
| // Return the debug info for this function. EnsureDebugInfo must be called |
| // prior to ensure the debug info has been generated for shared. |
| Handle<DebugInfo> Debug::GetDebugInfo(Handle<SharedFunctionInfo> shared) { |
| ASSERT(HasDebugInfo(shared)); |
| return Handle<DebugInfo>(DebugInfo::cast(shared->debug_info())); |
| } |
| |
| |
| void Debug::SetBreakPoint(Handle<SharedFunctionInfo> shared, |
| int source_position, |
| Handle<Object> break_point_object) { |
| HandleScope scope; |
| |
| if (!EnsureDebugInfo(shared)) { |
| // Return if retrieving debug info failed. |
| return; |
| } |
| |
| Handle<DebugInfo> debug_info = GetDebugInfo(shared); |
| // Source positions starts with zero. |
| ASSERT(source_position >= 0); |
| |
| // Find the break point and change it. |
| BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS); |
| it.FindBreakLocationFromPosition(source_position); |
| it.SetBreakPoint(break_point_object); |
| |
| // At least one active break point now. |
| ASSERT(debug_info->GetBreakPointCount() > 0); |
| } |
| |
| |
| void Debug::ClearBreakPoint(Handle<Object> break_point_object) { |
| HandleScope scope; |
| |
| DebugInfoListNode* node = debug_info_list_; |
| while (node != NULL) { |
| Object* result = DebugInfo::FindBreakPointInfo(node->debug_info(), |
| break_point_object); |
| if (!result->IsUndefined()) { |
| // Get information in the break point. |
| BreakPointInfo* break_point_info = BreakPointInfo::cast(result); |
| Handle<DebugInfo> debug_info = node->debug_info(); |
| Handle<SharedFunctionInfo> shared(debug_info->shared()); |
| int source_position = break_point_info->statement_position()->value(); |
| |
| // Source positions starts with zero. |
| ASSERT(source_position >= 0); |
| |
| // Find the break point and clear it. |
| BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS); |
| it.FindBreakLocationFromPosition(source_position); |
| it.ClearBreakPoint(break_point_object); |
| |
| // If there are no more break points left remove the debug info for this |
| // function. |
| if (debug_info->GetBreakPointCount() == 0) { |
| RemoveDebugInfo(debug_info); |
| } |
| |
| return; |
| } |
| node = node->next(); |
| } |
| } |
| |
| |
| void Debug::ClearAllBreakPoints() { |
| DebugInfoListNode* node = debug_info_list_; |
| while (node != NULL) { |
| // Remove all debug break code. |
| BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS); |
| it.ClearAllDebugBreak(); |
| node = node->next(); |
| } |
| |
| // Remove all debug info. |
| while (debug_info_list_ != NULL) { |
| RemoveDebugInfo(debug_info_list_->debug_info()); |
| } |
| } |
| |
| |
| void Debug::FloodWithOneShot(Handle<SharedFunctionInfo> shared) { |
| // Make sure the function has setup the debug info. |
| if (!EnsureDebugInfo(shared)) { |
| // Return if we failed to retrieve the debug info. |
| return; |
| } |
| |
| // Flood the function with break points. |
| BreakLocationIterator it(GetDebugInfo(shared), ALL_BREAK_LOCATIONS); |
| while (!it.Done()) { |
| it.SetOneShot(); |
| it.Next(); |
| } |
| } |
| |
| |
| void Debug::FloodHandlerWithOneShot() { |
| // Iterate through the JavaScript stack looking for handlers. |
| StackFrame::Id id = break_frame_id(); |
| if (id == StackFrame::NO_ID) { |
| // If there is no JavaScript stack don't do anything. |
| return; |
| } |
| for (JavaScriptFrameIterator it(id); !it.done(); it.Advance()) { |
| JavaScriptFrame* frame = it.frame(); |
| if (frame->HasHandler()) { |
| Handle<SharedFunctionInfo> shared = |
| Handle<SharedFunctionInfo>( |
| JSFunction::cast(frame->function())->shared()); |
| // Flood the function with the catch block with break points |
| FloodWithOneShot(shared); |
| return; |
| } |
| } |
| } |
| |
| |
| void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) { |
| if (type == BreakUncaughtException) { |
| break_on_uncaught_exception_ = enable; |
| } else { |
| break_on_exception_ = enable; |
| } |
| } |
| |
| |
| void Debug::PrepareStep(StepAction step_action, int step_count) { |
| HandleScope scope; |
| ASSERT(Debug::InDebugger()); |
| |
| // Remember this step action and count. |
| thread_local_.last_step_action_ = step_action; |
| if (step_action == StepOut) { |
| // For step out target frame will be found on the stack so there is no need |
| // to set step counter for it. It's expected to always be 0 for StepOut. |
| thread_local_.step_count_ = 0; |
| } else { |
| thread_local_.step_count_ = step_count; |
| } |
| |
| // Get the frame where the execution has stopped and skip the debug frame if |
| // any. The debug frame will only be present if execution was stopped due to |
| // hitting a break point. In other situations (e.g. unhandled exception) the |
| // debug frame is not present. |
| StackFrame::Id id = break_frame_id(); |
| if (id == StackFrame::NO_ID) { |
| // If there is no JavaScript stack don't do anything. |
| return; |
| } |
| JavaScriptFrameIterator frames_it(id); |
| JavaScriptFrame* frame = frames_it.frame(); |
| |
| // First of all ensure there is one-shot break points in the top handler |
| // if any. |
| FloodHandlerWithOneShot(); |
| |
| // If the function on the top frame is unresolved perform step out. This will |
| // be the case when calling unknown functions and having the debugger stopped |
| // in an unhandled exception. |
| if (!frame->function()->IsJSFunction()) { |
| // Step out: Find the calling JavaScript frame and flood it with |
| // breakpoints. |
| frames_it.Advance(); |
| // Fill the function to return to with one-shot break points. |
| JSFunction* function = JSFunction::cast(frames_it.frame()->function()); |
| FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared())); |
| return; |
| } |
| |
| // Get the debug info (create it if it does not exist). |
| Handle<SharedFunctionInfo> shared = |
| Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared()); |
| if (!EnsureDebugInfo(shared)) { |
| // Return if ensuring debug info failed. |
| return; |
| } |
| Handle<DebugInfo> debug_info = GetDebugInfo(shared); |
| |
| // Find the break location where execution has stopped. |
| BreakLocationIterator it(debug_info, ALL_BREAK_LOCATIONS); |
| it.FindBreakLocationFromAddress(frame->pc()); |
| |
| // Compute whether or not the target is a call target. |
| bool is_call_target = false; |
| bool is_load_or_store = false; |
| bool is_inline_cache_stub = false; |
| Handle<Code> call_function_stub; |
| if (RelocInfo::IsCodeTarget(it.rinfo()->rmode())) { |
| Address target = it.rinfo()->target_address(); |
| Code* code = Code::GetCodeFromTargetAddress(target); |
| if (code->is_call_stub()) { |
| is_call_target = true; |
| } |
| if (code->is_inline_cache_stub()) { |
| is_inline_cache_stub = true; |
| is_load_or_store = !is_call_target; |
| } |
| |
| // Check if target code is CallFunction stub. |
| Code* maybe_call_function_stub = code; |
| // If there is a breakpoint at this line look at the original code to |
| // check if it is a CallFunction stub. |
| if (it.IsDebugBreak()) { |
| Address original_target = it.original_rinfo()->target_address(); |
| maybe_call_function_stub = |
| Code::GetCodeFromTargetAddress(original_target); |
| } |
| if (maybe_call_function_stub->kind() == Code::STUB && |
| maybe_call_function_stub->major_key() == CodeStub::CallFunction) { |
| // Save reference to the code as we may need it to find out arguments |
| // count for 'step in' later. |
| call_function_stub = Handle<Code>(maybe_call_function_stub); |
| } |
| } |
| |
| // If this is the last break code target step out is the only possibility. |
| if (it.IsExit() || step_action == StepOut) { |
| if (step_action == StepOut) { |
| // Skip step_count frames starting with the current one. |
| while (step_count-- > 0 && !frames_it.done()) { |
| frames_it.Advance(); |
| } |
| } else { |
| ASSERT(it.IsExit()); |
| frames_it.Advance(); |
| } |
| // Skip builtin functions on the stack. |
| while (!frames_it.done() && |
| JSFunction::cast(frames_it.frame()->function())->IsBuiltin()) { |
| frames_it.Advance(); |
| } |
| // Step out: If there is a JavaScript caller frame, we need to |
| // flood it with breakpoints. |
| if (!frames_it.done()) { |
| // Fill the function to return to with one-shot break points. |
| JSFunction* function = JSFunction::cast(frames_it.frame()->function()); |
| FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared())); |
| // Set target frame pointer. |
| ActivateStepOut(frames_it.frame()); |
| } |
| } else if (!(is_inline_cache_stub || RelocInfo::IsConstructCall(it.rmode()) || |
| !call_function_stub.is_null()) |
| || step_action == StepNext || step_action == StepMin) { |
| // Step next or step min. |
| |
| // Fill the current function with one-shot break points. |
| FloodWithOneShot(shared); |
| |
| // Remember source position and frame to handle step next. |
| thread_local_.last_statement_position_ = |
| debug_info->code()->SourceStatementPosition(frame->pc()); |
| thread_local_.last_fp_ = frame->fp(); |
| } else { |
| // If it's CallFunction stub ensure target function is compiled and flood |
| // it with one shot breakpoints. |
| if (!call_function_stub.is_null()) { |
| // Find out number of arguments from the stub minor key. |
| // Reverse lookup required as the minor key cannot be retrieved |
| // from the code object. |
| Handle<Object> obj( |
| Heap::code_stubs()->SlowReverseLookup(*call_function_stub)); |
| ASSERT(*obj != Heap::undefined_value()); |
| ASSERT(obj->IsSmi()); |
| // Get the STUB key and extract major and minor key. |
| uint32_t key = Smi::cast(*obj)->value(); |
| // Argc in the stub is the number of arguments passed - not the |
| // expected arguments of the called function. |
| int call_function_arg_count = |
| CallFunctionStub::ExtractArgcFromMinorKey( |
| CodeStub::MinorKeyFromKey(key)); |
| ASSERT(call_function_stub->major_key() == |
| CodeStub::MajorKeyFromKey(key)); |
| |
| // Find target function on the expression stack. |
| // Expression stack looks like this (top to bottom): |
| // argN |
| // ... |
| // arg0 |
| // Receiver |
| // Function to call |
| int expressions_count = frame->ComputeExpressionsCount(); |
| ASSERT(expressions_count - 2 - call_function_arg_count >= 0); |
| Object* fun = frame->GetExpression( |
| expressions_count - 2 - call_function_arg_count); |
| if (fun->IsJSFunction()) { |
| Handle<JSFunction> js_function(JSFunction::cast(fun)); |
| // Don't step into builtins. |
| if (!js_function->IsBuiltin()) { |
| // It will also compile target function if it's not compiled yet. |
| FloodWithOneShot(Handle<SharedFunctionInfo>(js_function->shared())); |
| } |
| } |
| } |
| |
| // Fill the current function with one-shot break points even for step in on |
| // a call target as the function called might be a native function for |
| // which step in will not stop. It also prepares for stepping in |
| // getters/setters. |
| FloodWithOneShot(shared); |
| |
| if (is_load_or_store) { |
| // Remember source position and frame to handle step in getter/setter. If |
| // there is a custom getter/setter it will be handled in |
| // Object::Get/SetPropertyWithCallback, otherwise the step action will be |
| // propagated on the next Debug::Break. |
| thread_local_.last_statement_position_ = |
| debug_info->code()->SourceStatementPosition(frame->pc()); |
| thread_local_.last_fp_ = frame->fp(); |
| } |
| |
| // Step in or Step in min |
| it.PrepareStepIn(); |
| ActivateStepIn(frame); |
| } |
| } |
| |
| |
| // Check whether the current debug break should be reported to the debugger. It |
| // is used to have step next and step in only report break back to the debugger |
| // if on a different frame or in a different statement. In some situations |
| // there will be several break points in the same statement when the code is |
| // flooded with one-shot break points. This function helps to perform several |
| // steps before reporting break back to the debugger. |
| bool Debug::StepNextContinue(BreakLocationIterator* break_location_iterator, |
| JavaScriptFrame* frame) { |
| // If the step last action was step next or step in make sure that a new |
| // statement is hit. |
| if (thread_local_.last_step_action_ == StepNext || |
| thread_local_.last_step_action_ == StepIn) { |
| // Never continue if returning from function. |
| if (break_location_iterator->IsExit()) return false; |
| |
| // Continue if we are still on the same frame and in the same statement. |
| int current_statement_position = |
| break_location_iterator->code()->SourceStatementPosition(frame->pc()); |
| return thread_local_.last_fp_ == frame->fp() && |
| thread_local_.last_statement_position_ == current_statement_position; |
| } |
| |
| // No step next action - don't continue. |
| return false; |
| } |
| |
| |
| // Check whether the code object at the specified address is a debug break code |
| // object. |
| bool Debug::IsDebugBreak(Address addr) { |
| Code* code = Code::GetCodeFromTargetAddress(addr); |
| return code->ic_state() == DEBUG_BREAK; |
| } |
| |
| |
| // Check whether a code stub with the specified major key is a possible break |
| // point location when looking for source break locations. |
| bool Debug::IsSourceBreakStub(Code* code) { |
| CodeStub::Major major_key = code->major_key(); |
| return major_key == CodeStub::CallFunction; |
| } |
| |
| |
| // Check whether a code stub with the specified major key is a possible break |
| // location. |
| bool Debug::IsBreakStub(Code* code) { |
| CodeStub::Major major_key = code->major_key(); |
| return major_key == CodeStub::CallFunction || |
| major_key == CodeStub::StackCheck; |
| } |
| |
| |
| // Find the builtin to use for invoking the debug break |
| Handle<Code> Debug::FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode) { |
| // Find the builtin debug break function matching the calling convention |
| // used by the call site. |
| if (code->is_inline_cache_stub()) { |
| if (code->is_call_stub()) { |
| return ComputeCallDebugBreak(code->arguments_count()); |
| } |
| if (code->is_load_stub()) { |
| return Handle<Code>(Builtins::builtin(Builtins::LoadIC_DebugBreak)); |
| } |
| if (code->is_store_stub()) { |
| return Handle<Code>(Builtins::builtin(Builtins::StoreIC_DebugBreak)); |
| } |
| if (code->is_keyed_load_stub()) { |
| Handle<Code> result = |
| Handle<Code>(Builtins::builtin(Builtins::KeyedLoadIC_DebugBreak)); |
| return result; |
| } |
| if (code->is_keyed_store_stub()) { |
| Handle<Code> result = |
| Handle<Code>(Builtins::builtin(Builtins::KeyedStoreIC_DebugBreak)); |
| return result; |
| } |
| } |
| if (RelocInfo::IsConstructCall(mode)) { |
| Handle<Code> result = |
| Handle<Code>(Builtins::builtin(Builtins::ConstructCall_DebugBreak)); |
| return result; |
| } |
| if (code->kind() == Code::STUB) { |
| ASSERT(code->major_key() == CodeStub::CallFunction || |
| code->major_key() == CodeStub::StackCheck); |
| Handle<Code> result = |
| Handle<Code>(Builtins::builtin(Builtins::StubNoRegisters_DebugBreak)); |
| return result; |
| } |
| |
| UNREACHABLE(); |
| return Handle<Code>::null(); |
| } |
| |
| |
| // Simple function for returning the source positions for active break points. |
| Handle<Object> Debug::GetSourceBreakLocations( |
| Handle<SharedFunctionInfo> shared) { |
| if (!HasDebugInfo(shared)) return Handle<Object>(Heap::undefined_value()); |
| Handle<DebugInfo> debug_info = GetDebugInfo(shared); |
| if (debug_info->GetBreakPointCount() == 0) { |
| return Handle<Object>(Heap::undefined_value()); |
| } |
| Handle<FixedArray> locations = |
| Factory::NewFixedArray(debug_info->GetBreakPointCount()); |
| int count = 0; |
| for (int i = 0; i < debug_info->break_points()->length(); i++) { |
| if (!debug_info->break_points()->get(i)->IsUndefined()) { |
| BreakPointInfo* break_point_info = |
| BreakPointInfo::cast(debug_info->break_points()->get(i)); |
| if (break_point_info->GetBreakPointCount() > 0) { |
| locations->set(count++, break_point_info->statement_position()); |
| } |
| } |
| } |
| return locations; |
| } |
| |
| |
| void Debug::NewBreak(StackFrame::Id break_frame_id) { |
| thread_local_.break_frame_id_ = break_frame_id; |
| thread_local_.break_id_ = ++thread_local_.break_count_; |
| } |
| |
| |
| void Debug::SetBreak(StackFrame::Id break_frame_id, int break_id) { |
| thread_local_.break_frame_id_ = break_frame_id; |
| thread_local_.break_id_ = break_id; |
| } |
| |
| |
| // Handle stepping into a function. |
| void Debug::HandleStepIn(Handle<JSFunction> function, |
| Handle<Object> holder, |
| Address fp, |
| bool is_constructor) { |
| // If the frame pointer is not supplied by the caller find it. |
| if (fp == 0) { |
| StackFrameIterator it; |
| it.Advance(); |
| // For constructor functions skip another frame. |
| if (is_constructor) { |
| ASSERT(it.frame()->is_construct()); |
| it.Advance(); |
| } |
| fp = it.frame()->fp(); |
| } |
| |
| // Flood the function with one-shot break points if it is called from where |
| // step into was requested. |
| if (fp == Debug::step_in_fp()) { |
| // Don't allow step into functions in the native context. |
| if (!function->IsBuiltin()) { |
| if (function->shared()->code() == |
| Builtins::builtin(Builtins::FunctionApply) || |
| function->shared()->code() == |
| Builtins::builtin(Builtins::FunctionCall)) { |
| // Handle function.apply and function.call separately to flood the |
| // function to be called and not the code for Builtins::FunctionApply or |
| // Builtins::FunctionCall. The receiver of call/apply is the target |
| // function. |
| if (!holder.is_null() && holder->IsJSFunction() && |
| !JSFunction::cast(*holder)->IsBuiltin()) { |
| Handle<SharedFunctionInfo> shared_info( |
| JSFunction::cast(*holder)->shared()); |
| Debug::FloodWithOneShot(shared_info); |
| } |
| } else { |
| Debug::FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared())); |
| } |
| } |
| } |
| } |
| |
| |
| void Debug::ClearStepping() { |
| // Clear the various stepping setup. |
| ClearOneShot(); |
| ClearStepIn(); |
| ClearStepOut(); |
| ClearStepNext(); |
| |
| // Clear multiple step counter. |
| thread_local_.step_count_ = 0; |
| } |
| |
| // Clears all the one-shot break points that are currently set. Normally this |
| // function is called each time a break point is hit as one shot break points |
| // are used to support stepping. |
| void Debug::ClearOneShot() { |
| // The current implementation just runs through all the breakpoints. When the |
| // last break point for a function is removed that function is automatically |
| // removed from the list. |
| |
| DebugInfoListNode* node = debug_info_list_; |
| while (node != NULL) { |
| BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS); |
| while (!it.Done()) { |
| it.ClearOneShot(); |
| it.Next(); |
| } |
| node = node->next(); |
| } |
| } |
| |
| |
| void Debug::ActivateStepIn(StackFrame* frame) { |
| ASSERT(!StepOutActive()); |
| thread_local_.step_into_fp_ = frame->fp(); |
| } |
| |
| |
| void Debug::ClearStepIn() { |
| thread_local_.step_into_fp_ = 0; |
| } |
| |
| |
| void Debug::ActivateStepOut(StackFrame* frame) { |
| ASSERT(!StepInActive()); |
| thread_local_.step_out_fp_ = frame->fp(); |
| } |
| |
| |
| void Debug::ClearStepOut() { |
| thread_local_.step_out_fp_ = 0; |
| } |
| |
| |
| void Debug::ClearStepNext() { |
| thread_local_.last_step_action_ = StepNone; |
| thread_local_.last_statement_position_ = RelocInfo::kNoPosition; |
| thread_local_.last_fp_ = 0; |
| } |
| |
| |
| // Ensures the debug information is present for shared. |
| bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared) { |
| // Return if we already have the debug info for shared. |
| if (HasDebugInfo(shared)) return true; |
| |
| // Ensure shared in compiled. Return false if this failed. |
| if (!EnsureCompiled(shared, CLEAR_EXCEPTION)) return false; |
| |
| // Create the debug info object. |
| Handle<DebugInfo> debug_info = Factory::NewDebugInfo(shared); |
| |
| // Add debug info to the list. |
| DebugInfoListNode* node = new DebugInfoListNode(*debug_info); |
| node->set_next(debug_info_list_); |
| debug_info_list_ = node; |
| |
| // Now there is at least one break point. |
| has_break_points_ = true; |
| |
| return true; |
| } |
| |
| |
| void Debug::RemoveDebugInfo(Handle<DebugInfo> debug_info) { |
| ASSERT(debug_info_list_ != NULL); |
| // Run through the debug info objects to find this one and remove it. |
| DebugInfoListNode* prev = NULL; |
| DebugInfoListNode* current = debug_info_list_; |
| while (current != NULL) { |
| if (*current->debug_info() == *debug_info) { |
| // Unlink from list. If prev is NULL we are looking at the first element. |
| if (prev == NULL) { |
| debug_info_list_ = current->next(); |
| } else { |
| prev->set_next(current->next()); |
| } |
| current->debug_info()->shared()->set_debug_info(Heap::undefined_value()); |
| delete current; |
| |
| // If there are no more debug info objects there are not more break |
| // points. |
| has_break_points_ = debug_info_list_ != NULL; |
| |
| return; |
| } |
| // Move to next in list. |
| prev = current; |
| current = current->next(); |
| } |
| UNREACHABLE(); |
| } |
| |
| |
| void Debug::SetAfterBreakTarget(JavaScriptFrame* frame) { |
| HandleScope scope; |
| |
| // Get the executing function in which the debug break occurred. |
| Handle<SharedFunctionInfo> shared = |
| Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared()); |
| if (!EnsureDebugInfo(shared)) { |
| // Return if we failed to retrieve the debug info. |
| return; |
| } |
| Handle<DebugInfo> debug_info = GetDebugInfo(shared); |
| Handle<Code> code(debug_info->code()); |
| Handle<Code> original_code(debug_info->original_code()); |
| #ifdef DEBUG |
| // Get the code which is actually executing. |
| Handle<Code> frame_code(frame->code()); |
| ASSERT(frame_code.is_identical_to(code)); |
| #endif |
| |
| // Find the call address in the running code. This address holds the call to |
| // either a DebugBreakXXX or to the debug break return entry code if the |
| // break point is still active after processing the break point. |
| Address addr = frame->pc() - Assembler::kCallTargetAddressOffset; |
| |
| // Check if the location is at JS exit. |
| bool at_js_return = false; |
| bool break_at_js_return_active = false; |
| RelocIterator it(debug_info->code()); |
| while (!it.done()) { |
| if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) { |
| at_js_return = (it.rinfo()->pc() == |
| addr - Assembler::kPatchReturnSequenceAddressOffset); |
| break_at_js_return_active = it.rinfo()->IsPatchedReturnSequence(); |
| } |
| it.next(); |
| } |
| |
| // Handle the jump to continue execution after break point depending on the |
| // break location. |
| if (at_js_return) { |
| // If the break point as return is still active jump to the corresponding |
| // place in the original code. If not the break point was removed during |
| // break point processing. |
| if (break_at_js_return_active) { |
| addr += original_code->instruction_start() - code->instruction_start(); |
| } |
| |
| // Move back to where the call instruction sequence started. |
| thread_local_.after_break_target_ = |
| addr - Assembler::kPatchReturnSequenceAddressOffset; |
| } else { |
| // Check if there still is a debug break call at the target address. If the |
| // break point has been removed it will have disappeared. If it have |
| // disappeared don't try to look in the original code as the running code |
| // will have the right address. This takes care of the case where the last |
| // break point is removed from the function and therefore no "original code" |
| // is available. If the debug break call is still there find the address in |
| // the original code. |
| if (IsDebugBreak(Assembler::target_address_at(addr))) { |
| // If the break point is still there find the call address which was |
| // overwritten in the original code by the call to DebugBreakXXX. |
| |
| // Find the corresponding address in the original code. |
| addr += original_code->instruction_start() - code->instruction_start(); |
| } |
| |
| // Install jump to the call address in the original code. This will be the |
| // call which was overwritten by the call to DebugBreakXXX. |
| thread_local_.after_break_target_ = Assembler::target_address_at(addr); |
| } |
| } |
| |
| |
| bool Debug::IsDebugGlobal(GlobalObject* global) { |
| return IsLoaded() && global == Debug::debug_context()->global(); |
| } |
| |
| |
| void Debug::ClearMirrorCache() { |
| HandleScope scope; |
| ASSERT(Top::context() == *Debug::debug_context()); |
| |
| // Clear the mirror cache. |
| Handle<String> function_name = |
| Factory::LookupSymbol(CStrVector("ClearMirrorCache")); |
| Handle<Object> fun(Top::global()->GetProperty(*function_name)); |
| ASSERT(fun->IsJSFunction()); |
| bool caught_exception; |
| Handle<Object> js_object = Execution::TryCall( |
| Handle<JSFunction>::cast(fun), |
| Handle<JSObject>(Debug::debug_context()->global()), |
| 0, NULL, &caught_exception); |
| } |
| |
| |
| void Debug::CreateScriptCache() { |
| HandleScope scope; |
| |
| // Perform two GCs to get rid of all unreferenced scripts. The first GC gets |
| // rid of all the cached script wrappers and the second gets rid of the |
| // scripts which are no longer referenced. |
| Heap::CollectAllGarbage(false); |
| Heap::CollectAllGarbage(false); |
| |
| ASSERT(script_cache_ == NULL); |
| script_cache_ = new ScriptCache(); |
| |
| // Scan heap for Script objects. |
| int count = 0; |
| HeapIterator iterator; |
| for (HeapObject* obj = iterator.next(); obj != NULL; obj = iterator.next()) { |
| if (obj->IsScript() && Script::cast(obj)->HasValidSource()) { |
| script_cache_->Add(Handle<Script>(Script::cast(obj))); |
| count++; |
| } |
| } |
| } |
| |
| |
| void Debug::DestroyScriptCache() { |
| // Get rid of the script cache if it was created. |
| if (script_cache_ != NULL) { |
| delete script_cache_; |
| script_cache_ = NULL; |
| } |
| } |
| |
| |
| void Debug::AddScriptToScriptCache(Handle<Script> script) { |
| if (script_cache_ != NULL) { |
| script_cache_->Add(script); |
| } |
| } |
| |
| |
| Handle<FixedArray> Debug::GetLoadedScripts() { |
| // Create and fill the script cache when the loaded scripts is requested for |
| // the first time. |
| if (script_cache_ == NULL) { |
| CreateScriptCache(); |
| } |
| |
| // If the script cache is not active just return an empty array. |
| ASSERT(script_cache_ != NULL); |
| if (script_cache_ == NULL) { |
| Factory::NewFixedArray(0); |
| } |
| |
| // Perform GC to get unreferenced scripts evicted from the cache before |
| // returning the content. |
| Heap::CollectAllGarbage(false); |
| |
| // Get the scripts from the cache. |
| return script_cache_->GetScripts(); |
| } |
| |
| |
| void Debug::AfterGarbageCollection() { |
| // Generate events for collected scripts. |
| if (script_cache_ != NULL) { |
| script_cache_->ProcessCollectedScripts(); |
| } |
| } |
| |
| |
| Mutex* Debugger::debugger_access_ = OS::CreateMutex(); |
| Handle<Object> Debugger::event_listener_ = Handle<Object>(); |
| Handle<Object> Debugger::event_listener_data_ = Handle<Object>(); |
| bool Debugger::compiling_natives_ = false; |
| bool Debugger::is_loading_debugger_ = false; |
| bool Debugger::never_unload_debugger_ = false; |
| v8::Debug::MessageHandler2 Debugger::message_handler_ = NULL; |
| bool Debugger::debugger_unload_pending_ = false; |
| v8::Debug::HostDispatchHandler Debugger::host_dispatch_handler_ = NULL; |
| Mutex* Debugger::dispatch_handler_access_ = OS::CreateMutex(); |
| v8::Debug::DebugMessageDispatchHandler |
| Debugger::debug_message_dispatch_handler_ = NULL; |
| MessageDispatchHelperThread* Debugger::message_dispatch_helper_thread_ = NULL; |
| int Debugger::host_dispatch_micros_ = 100 * 1000; |
| DebuggerAgent* Debugger::agent_ = NULL; |
| LockingCommandMessageQueue Debugger::command_queue_(kQueueInitialSize); |
| Semaphore* Debugger::command_received_ = OS::CreateSemaphore(0); |
| |
| |
| Handle<Object> Debugger::MakeJSObject(Vector<const char> constructor_name, |
| int argc, Object*** argv, |
| bool* caught_exception) { |
| ASSERT(Top::context() == *Debug::debug_context()); |
| |
| // Create the execution state object. |
| Handle<String> constructor_str = Factory::LookupSymbol(constructor_name); |
| Handle<Object> constructor(Top::global()->GetProperty(*constructor_str)); |
| ASSERT(constructor->IsJSFunction()); |
| if (!constructor->IsJSFunction()) { |
| *caught_exception = true; |
| return Factory::undefined_value(); |
| } |
| Handle<Object> js_object = Execution::TryCall( |
| Handle<JSFunction>::cast(constructor), |
| Handle<JSObject>(Debug::debug_context()->global()), argc, argv, |
| caught_exception); |
| return js_object; |
| } |
| |
| |
| Handle<Object> Debugger::MakeExecutionState(bool* caught_exception) { |
| // Create the execution state object. |
| Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id()); |
| const int argc = 1; |
| Object** argv[argc] = { break_id.location() }; |
| return MakeJSObject(CStrVector("MakeExecutionState"), |
| argc, argv, caught_exception); |
| } |
| |
| |
| Handle<Object> Debugger::MakeBreakEvent(Handle<Object> exec_state, |
| Handle<Object> break_points_hit, |
| bool* caught_exception) { |
| // Create the new break event object. |
| const int argc = 2; |
| Object** argv[argc] = { exec_state.location(), |
| break_points_hit.location() }; |
| return MakeJSObject(CStrVector("MakeBreakEvent"), |
| argc, |
| argv, |
| caught_exception); |
| } |
| |
| |
| Handle<Object> Debugger::MakeExceptionEvent(Handle<Object> exec_state, |
| Handle<Object> exception, |
| bool uncaught, |
| bool* caught_exception) { |
| // Create the new exception event object. |
| const int argc = 3; |
| Object** argv[argc] = { exec_state.location(), |
| exception.location(), |
| uncaught ? Factory::true_value().location() : |
| Factory::false_value().location()}; |
| return MakeJSObject(CStrVector("MakeExceptionEvent"), |
| argc, argv, caught_exception); |
| } |
| |
| |
| Handle<Object> Debugger::MakeNewFunctionEvent(Handle<Object> function, |
| bool* caught_exception) { |
| // Create the new function event object. |
| const int argc = 1; |
| Object** argv[argc] = { function.location() }; |
| return MakeJSObject(CStrVector("MakeNewFunctionEvent"), |
| argc, argv, caught_exception); |
| } |
| |
| |
| Handle<Object> Debugger::MakeCompileEvent(Handle<Script> script, |
| bool before, |
| bool* caught_exception) { |
| // Create the compile event object. |
| Handle<Object> exec_state = MakeExecutionState(caught_exception); |
| Handle<Object> script_wrapper = GetScriptWrapper(script); |
| const int argc = 3; |
| Object** argv[argc] = { exec_state.location(), |
| script_wrapper.location(), |
| before ? Factory::true_value().location() : |
| Factory::false_value().location() }; |
| |
| return MakeJSObject(CStrVector("MakeCompileEvent"), |
| argc, |
| argv, |
| caught_exception); |
| } |
| |
| |
| Handle<Object> Debugger::MakeScriptCollectedEvent(int id, |
| bool* caught_exception) { |
| // Create the script collected event object. |
| Handle<Object> exec_state = MakeExecutionState(caught_exception); |
| Handle<Object> id_object = Handle<Smi>(Smi::FromInt(id)); |
| const int argc = 2; |
| Object** argv[argc] = { exec_state.location(), id_object.location() }; |
| |
| return MakeJSObject(CStrVector("MakeScriptCollectedEvent"), |
| argc, |
| argv, |
| caught_exception); |
| } |
| |
| |
| void Debugger::OnException(Handle<Object> exception, bool uncaught) { |
| HandleScope scope; |
| |
| // Bail out based on state or if there is no listener for this event |
| if (Debug::InDebugger()) return; |
| if (!Debugger::EventActive(v8::Exception)) return; |
| |
| // Bail out if exception breaks are not active |
| if (uncaught) { |
| // Uncaught exceptions are reported by either flags. |
| if (!(Debug::break_on_uncaught_exception() || |
| Debug::break_on_exception())) return; |
| } else { |
| // Caught exceptions are reported is activated. |
| if (!Debug::break_on_exception()) return; |
| } |
| |
| // Enter the debugger. |
| EnterDebugger debugger; |
| if (debugger.FailedToEnter()) return; |
| |
| // Clear all current stepping setup. |
| Debug::ClearStepping(); |
| // Create the event data object. |
| bool caught_exception = false; |
| Handle<Object> exec_state = MakeExecutionState(&caught_exception); |
| Handle<Object> event_data; |
| if (!caught_exception) { |
| event_data = MakeExceptionEvent(exec_state, exception, uncaught, |
| &caught_exception); |
| } |
| // Bail out and don't call debugger if exception. |
| if (caught_exception) { |
| return; |
| } |
| |
| // Process debug event. |
| ProcessDebugEvent(v8::Exception, Handle<JSObject>::cast(event_data), false); |
| // Return to continue execution from where the exception was thrown. |
| } |
| |
| |
| void Debugger::OnDebugBreak(Handle<Object> break_points_hit, |
| bool auto_continue) { |
| HandleScope scope; |
| |
| // Debugger has already been entered by caller. |
| ASSERT(Top::context() == *Debug::debug_context()); |
| |
| // Bail out if there is no listener for this event |
| if (!Debugger::EventActive(v8::Break)) return; |
| |
| // Debugger must be entered in advance. |
| ASSERT(Top::context() == *Debug::debug_context()); |
| |
| // Create the event data object. |
| bool caught_exception = false; |
| Handle<Object> exec_state = MakeExecutionState(&caught_exception); |
| Handle<Object> event_data; |
| if (!caught_exception) { |
| event_data = MakeBreakEvent(exec_state, break_points_hit, |
| &caught_exception); |
| } |
| // Bail out and don't call debugger if exception. |
| if (caught_exception) { |
| return; |
| } |
| |
| // Process debug event. |
| ProcessDebugEvent(v8::Break, |
| Handle<JSObject>::cast(event_data), |
| auto_continue); |
| } |
| |
| |
| void Debugger::OnBeforeCompile(Handle<Script> script) { |
| HandleScope scope; |
| |
| // Bail out based on state or if there is no listener for this event |
| if (Debug::InDebugger()) return; |
| if (compiling_natives()) return; |
| if (!EventActive(v8::BeforeCompile)) return; |
| |
| // Enter the debugger. |
| EnterDebugger debugger; |
| if (debugger.FailedToEnter()) return; |
| |
| // Create the event data object. |
| bool caught_exception = false; |
| Handle<Object> event_data = MakeCompileEvent(script, true, &caught_exception); |
| // Bail out and don't call debugger if exception. |
| if (caught_exception) { |
| return; |
| } |
| |
| // Process debug event. |
| ProcessDebugEvent(v8::BeforeCompile, |
| Handle<JSObject>::cast(event_data), |
| true); |
| } |
| |
| |
| // Handle debugger actions when a new script is compiled. |
| void Debugger::OnAfterCompile(Handle<Script> script, Handle<JSFunction> fun) { |
| HandleScope scope; |
| |
| // Add the newly compiled script to the script cache. |
| Debug::AddScriptToScriptCache(script); |
| |
| // No more to do if not debugging. |
| if (!IsDebuggerActive()) return; |
| |
| // No compile events while compiling natives. |
| if (compiling_natives()) return; |
| |
| // Store whether in debugger before entering debugger. |
| bool in_debugger = Debug::InDebugger(); |
| |
| // Enter the debugger. |
| EnterDebugger debugger; |
| if (debugger.FailedToEnter()) return; |
| |
| // If debugging there might be script break points registered for this |
| // script. Make sure that these break points are set. |
| |
| // Get the function UpdateScriptBreakPoints (defined in debug-debugger.js). |
| Handle<Object> update_script_break_points = |
| Handle<Object>(Debug::debug_context()->global()->GetProperty( |
| *Factory::LookupAsciiSymbol("UpdateScriptBreakPoints"))); |
| if (!update_script_break_points->IsJSFunction()) { |
| return; |
| } |
| ASSERT(update_script_break_points->IsJSFunction()); |
| |
| // Wrap the script object in a proper JS object before passing it |
| // to JavaScript. |
| Handle<JSValue> wrapper = GetScriptWrapper(script); |
| |
| // Call UpdateScriptBreakPoints expect no exceptions. |
| bool caught_exception = false; |
| const int argc = 1; |
| Object** argv[argc] = { reinterpret_cast<Object**>(wrapper.location()) }; |
| Handle<Object> result = Execution::TryCall( |
| Handle<JSFunction>::cast(update_script_break_points), |
| Top::builtins(), argc, argv, |
| &caught_exception); |
| if (caught_exception) { |
| return; |
| } |
| // Bail out based on state or if there is no listener for this event |
| if (in_debugger) return; |
| if (!Debugger::EventActive(v8::AfterCompile)) return; |
| |
| // Create the compile state object. |
| Handle<Object> event_data = MakeCompileEvent(script, |
| false, |
| &caught_exception); |
| // Bail out and don't call debugger if exception. |
| if (caught_exception) { |
| return; |
| } |
| // Process debug event. |
| ProcessDebugEvent(v8::AfterCompile, |
| Handle<JSObject>::cast(event_data), |
| true); |
| } |
| |
| |
| void Debugger::OnNewFunction(Handle<JSFunction> function) { |
| return; |
| HandleScope scope; |
| |
| // Bail out based on state or if there is no listener for this event |
| if (Debug::InDebugger()) return; |
| if (compiling_natives()) return; |
| if (!Debugger::EventActive(v8::NewFunction)) return; |
| |
| // Enter the debugger. |
| EnterDebugger debugger; |
| if (debugger.FailedToEnter()) return; |
| |
| // Create the event object. |
| bool caught_exception = false; |
| Handle<Object> event_data = MakeNewFunctionEvent(function, &caught_exception); |
| // Bail out and don't call debugger if exception. |
| if (caught_exception) { |
| return; |
| } |
| // Process debug event. |
| ProcessDebugEvent(v8::NewFunction, Handle<JSObject>::cast(event_data), true); |
| } |
| |
| |
| void Debugger::OnScriptCollected(int id) { |
| HandleScope scope; |
| |
| // No more to do if not debugging. |
| if (!IsDebuggerActive()) return; |
| if (!Debugger::EventActive(v8::ScriptCollected)) return; |
| |
| // Enter the debugger. |
| EnterDebugger debugger; |
| if (debugger.FailedToEnter()) return; |
| |
| // Create the script collected state object. |
| bool caught_exception = false; |
| Handle<Object> event_data = MakeScriptCollectedEvent(id, |
| &caught_exception); |
| // Bail out and don't call debugger if exception. |
| if (caught_exception) { |
| return; |
| } |
| |
| // Process debug event. |
| ProcessDebugEvent(v8::ScriptCollected, |
| Handle<JSObject>::cast(event_data), |
| true); |
| } |
| |
| |
| void Debugger::ProcessDebugEvent(v8::DebugEvent event, |
| Handle<JSObject> event_data, |
| bool auto_continue) { |
| HandleScope scope; |
| |
| // Clear any pending debug break if this is a real break. |
| if (!auto_continue) { |
| Debug::clear_interrupt_pending(DEBUGBREAK); |
| } |
| |
| // Create the execution state. |
| bool caught_exception = false; |
| Handle<Object> exec_state = MakeExecutionState(&caught_exception); |
| if (caught_exception) { |
| return; |
| } |
| // First notify the message handler if any. |
| if (message_handler_ != NULL) { |
| NotifyMessageHandler(event, |
| Handle<JSObject>::cast(exec_state), |
| event_data, |
| auto_continue); |
| } |
| // Notify registered debug event listener. This can be either a C or a |
| // JavaScript function. |
| if (!event_listener_.is_null()) { |
| if (event_listener_->IsProxy()) { |
| // C debug event listener. |
| Handle<Proxy> callback_obj(Handle<Proxy>::cast(event_listener_)); |
| v8::Debug::EventCallback callback = |
| FUNCTION_CAST<v8::Debug::EventCallback>(callback_obj->proxy()); |
| callback(event, |
| v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state)), |
| v8::Utils::ToLocal(event_data), |
| v8::Utils::ToLocal(Handle<Object>::cast(event_listener_data_))); |
| } else { |
| // JavaScript debug event listener. |
| ASSERT(event_listener_->IsJSFunction()); |
| Handle<JSFunction> fun(Handle<JSFunction>::cast(event_listener_)); |
| |
| // Invoke the JavaScript debug event listener. |
| const int argc = 4; |
| Object** argv[argc] = { Handle<Object>(Smi::FromInt(event)).location(), |
| exec_state.location(), |
| Handle<Object>::cast(event_data).location(), |
| event_listener_data_.location() }; |
| Handle<Object> result = Execution::TryCall(fun, Top::global(), |
| argc, argv, &caught_exception); |
| // Silently ignore exceptions from debug event listeners. |
| } |
| } |
| } |
| |
| |
| void Debugger::UnloadDebugger() { |
| // Make sure that there are no breakpoints left. |
| Debug::ClearAllBreakPoints(); |
| |
| // Unload the debugger if feasible. |
| if (!never_unload_debugger_) { |
| Debug::Unload(); |
| } |
| |
| // Clear the flag indicating that the debugger should be unloaded. |
| debugger_unload_pending_ = false; |
| } |
| |
| |
| void Debugger::NotifyMessageHandler(v8::DebugEvent event, |
| Handle<JSObject> exec_state, |
| Handle<JSObject> event_data, |
| bool auto_continue) { |
| HandleScope scope; |
| |
| if (!Debug::Load()) return; |
| |
| // Process the individual events. |
| bool sendEventMessage = false; |
| switch (event) { |
| case v8::Break: |
| sendEventMessage = !auto_continue; |
| break; |
| case v8::Exception: |
| sendEventMessage = true; |
| break; |
| case v8::BeforeCompile: |
| break; |
| case v8::AfterCompile: |
| sendEventMessage = true; |
| break; |
| case v8::ScriptCollected: |
| sendEventMessage = true; |
| break; |
| case v8::NewFunction: |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| |
| // The debug command interrupt flag might have been set when the command was |
| // added. It should be enough to clear the flag only once while we are in the |
| // debugger. |
| ASSERT(Debug::InDebugger()); |
| StackGuard::Continue(DEBUGCOMMAND); |
| |
| // Notify the debugger that a debug event has occurred unless auto continue is |
| // active in which case no event is send. |
| if (sendEventMessage) { |
| MessageImpl message = MessageImpl::NewEvent( |
| event, |
| auto_continue, |
| Handle<JSObject>::cast(exec_state), |
| Handle<JSObject>::cast(event_data)); |
| InvokeMessageHandler(message); |
| } |
| |
| // If auto continue don't make the event cause a break, but process messages |
| // in the queue if any. For script collected events don't even process |
| // messages in the queue as the execution state might not be what is expected |
| // by the client. |
| if ((auto_continue && !HasCommands()) || event == v8::ScriptCollected) { |
| return; |
| } |
| |
| v8::TryCatch try_catch; |
| |
| // DebugCommandProcessor goes here. |
| v8::Local<v8::Object> cmd_processor; |
| { |
| v8::Local<v8::Object> api_exec_state = |
| v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state)); |
| v8::Local<v8::String> fun_name = |
| v8::String::New("debugCommandProcessor"); |
| v8::Local<v8::Function> fun = |
| v8::Function::Cast(*api_exec_state->Get(fun_name)); |
| |
| v8::Handle<v8::Boolean> running = |
| auto_continue ? v8::True() : v8::False(); |
| static const int kArgc = 1; |
| v8::Handle<Value> argv[kArgc] = { running }; |
| cmd_processor = v8::Object::Cast(*fun->Call(api_exec_state, kArgc, argv)); |
| if (try_catch.HasCaught()) { |
| PrintLn(try_catch.Exception()); |
| return; |
| } |
| } |
| |
| bool running = auto_continue; |
| |
| // Process requests from the debugger. |
| while (true) { |
| // Wait for new command in the queue. |
| if (Debugger::host_dispatch_handler_) { |
| // In case there is a host dispatch - do periodic dispatches. |
| if (!command_received_->Wait(host_dispatch_micros_)) { |
| // Timout expired, do the dispatch. |
| Debugger::host_dispatch_handler_(); |
| continue; |
| } |
| } else { |
| // In case there is no host dispatch - just wait. |
| command_received_->Wait(); |
| } |
| |
| // Get the command from the queue. |
| CommandMessage command = command_queue_.Get(); |
| Logger::DebugTag("Got request from command queue, in interactive loop."); |
| if (!Debugger::IsDebuggerActive()) { |
| // Delete command text and user data. |
| command.Dispose(); |
| return; |
| } |
| |
| // Invoke JavaScript to process the debug request. |
| v8::Local<v8::String> fun_name; |
| v8::Local<v8::Function> fun; |
| v8::Local<v8::Value> request; |
| v8::TryCatch try_catch; |
| fun_name = v8::String::New("processDebugRequest"); |
| fun = v8::Function::Cast(*cmd_processor->Get(fun_name)); |
| |
| request = v8::String::New(command.text().start(), |
| command.text().length()); |
| static const int kArgc = 1; |
| v8::Handle<Value> argv[kArgc] = { request }; |
| v8::Local<v8::Value> response_val = fun->Call(cmd_processor, kArgc, argv); |
| |
| // Get the response. |
| v8::Local<v8::String> response; |
| if (!try_catch.HasCaught()) { |
| // Get response string. |
| if (!response_val->IsUndefined()) { |
| response = v8::String::Cast(*response_val); |
| } else { |
| response = v8::String::New(""); |
| } |
| |
| // Log the JSON request/response. |
| if (FLAG_trace_debug_json) { |
| PrintLn(request); |
| PrintLn(response); |
| } |
| |
| // Get the running state. |
| fun_name = v8::String::New("isRunning"); |
| fun = v8::Function::Cast(*cmd_processor->Get(fun_name)); |
| static const int kArgc = 1; |
| v8::Handle<Value> argv[kArgc] = { response }; |
| v8::Local<v8::Value> running_val = fun->Call(cmd_processor, kArgc, argv); |
| if (!try_catch.HasCaught()) { |
| running = running_val->ToBoolean()->Value(); |
| } |
| } else { |
| // In case of failure the result text is the exception text. |
| response = try_catch.Exception()->ToString(); |
| } |
| |
| // Return the result. |
| MessageImpl message = MessageImpl::NewResponse( |
| event, |
| running, |
| Handle<JSObject>::cast(exec_state), |
| Handle<JSObject>::cast(event_data), |
| Handle<String>(Utils::OpenHandle(*response)), |
| command.client_data()); |
| InvokeMessageHandler(message); |
| command.Dispose(); |
| |
| // Return from debug event processing if either the VM is put into the |
| // runnning state (through a continue command) or auto continue is active |
| // and there are no more commands queued. |
| if (running && !HasCommands()) { |
| return; |
| } |
| } |
| } |
| |
| |
| void Debugger::SetEventListener(Handle<Object> callback, |
| Handle<Object> data) { |
| HandleScope scope; |
| |
| // Clear the global handles for the event listener and the event listener data |
| // object. |
| if (!event_listener_.is_null()) { |
| GlobalHandles::Destroy( |
| reinterpret_cast<Object**>(event_listener_.location())); |
| event_listener_ = Handle<Object>(); |
| } |
| if (!event_listener_data_.is_null()) { |
| GlobalHandles::Destroy( |
| reinterpret_cast<Object**>(event_listener_data_.location())); |
| event_listener_data_ = Handle<Object>(); |
| } |
| |
| // If there is a new debug event listener register it together with its data |
| // object. |
| if (!callback->IsUndefined() && !callback->IsNull()) { |
| event_listener_ = Handle<Object>::cast(GlobalHandles::Create(*callback)); |
| if (data.is_null()) { |
| data = Factory::undefined_value(); |
| } |
| event_listener_data_ = Handle<Object>::cast(GlobalHandles::Create(*data)); |
| } |
| |
| ListenersChanged(); |
| } |
| |
| |
| void Debugger::SetMessageHandler(v8::Debug::MessageHandler2 handler) { |
| ScopedLock with(debugger_access_); |
| |
| message_handler_ = handler; |
| ListenersChanged(); |
| if (handler == NULL) { |
| // Send an empty command to the debugger if in a break to make JavaScript |
| // run again if the debugger is closed. |
| if (Debug::InDebugger()) { |
| ProcessCommand(Vector<const uint16_t>::empty()); |
| } |
| } |
| } |
| |
| |
| void Debugger::ListenersChanged() { |
| if (IsDebuggerActive()) { |
| // Disable the compilation cache when the debugger is active. |
| CompilationCache::Disable(); |
| debugger_unload_pending_ = false; |
| } else { |
| CompilationCache::Enable(); |
| // Unload the debugger if event listener and message handler cleared. |
| // Schedule this for later, because we may be in non-V8 thread. |
| debugger_unload_pending_ = true; |
| } |
| } |
| |
| |
| void Debugger::SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler, |
| int period) { |
| host_dispatch_handler_ = handler; |
| host_dispatch_micros_ = period * 1000; |
| } |
| |
| |
| void Debugger::SetDebugMessageDispatchHandler( |
| v8::Debug::DebugMessageDispatchHandler handler, bool provide_locker) { |
| ScopedLock with(dispatch_handler_access_); |
| debug_message_dispatch_handler_ = handler; |
| |
| if (provide_locker && message_dispatch_helper_thread_ == NULL) { |
| message_dispatch_helper_thread_ = new MessageDispatchHelperThread; |
| message_dispatch_helper_thread_->Start(); |
| } |
| } |
| |
| |
| // Calls the registered debug message handler. This callback is part of the |
| // public API. |
| void Debugger::InvokeMessageHandler(MessageImpl message) { |
| ScopedLock with(debugger_access_); |
| |
| if (message_handler_ != NULL) { |
| message_handler_(message); |
| } |
| } |
| |
| |
| // Puts a command coming from the public API on the queue. Creates |
| // a copy of the command string managed by the debugger. Up to this |
| // point, the command data was managed by the API client. Called |
| // by the API client thread. |
| void Debugger::ProcessCommand(Vector<const uint16_t> command, |
| v8::Debug::ClientData* client_data) { |
| // Need to cast away const. |
| CommandMessage message = CommandMessage::New( |
| Vector<uint16_t>(const_cast<uint16_t*>(command.start()), |
| command.length()), |
| client_data); |
| Logger::DebugTag("Put command on command_queue."); |
| command_queue_.Put(message); |
| command_received_->Signal(); |
| |
| // Set the debug command break flag to have the command processed. |
| if (!Debug::InDebugger()) { |
| StackGuard::DebugCommand(); |
| } |
| |
| MessageDispatchHelperThread* dispatch_thread; |
| { |
| ScopedLock with(dispatch_handler_access_); |
| dispatch_thread = message_dispatch_helper_thread_; |
| } |
| |
| if (dispatch_thread == NULL) { |
| CallMessageDispatchHandler(); |
| } else { |
| dispatch_thread->Schedule(); |
| } |
| } |
| |
| |
| bool Debugger::HasCommands() { |
| return !command_queue_.IsEmpty(); |
| } |
| |
| |
| bool Debugger::IsDebuggerActive() { |
| ScopedLock with(debugger_access_); |
| |
| return message_handler_ != NULL || !event_listener_.is_null(); |
| } |
| |
| |
| Handle<Object> Debugger::Call(Handle<JSFunction> fun, |
| Handle<Object> data, |
| bool* pending_exception) { |
| // When calling functions in the debugger prevent it from beeing unloaded. |
| Debugger::never_unload_debugger_ = true; |
| |
| // Enter the debugger. |
| EnterDebugger debugger; |
| if (debugger.FailedToEnter() || !debugger.HasJavaScriptFrames()) { |
| return Factory::undefined_value(); |
| } |
| |
| // Create the execution state. |
| bool caught_exception = false; |
| Handle<Object> exec_state = MakeExecutionState(&caught_exception); |
| if (caught_exception) { |
| return Factory::undefined_value(); |
| } |
| |
| static const int kArgc = 2; |
| Object** argv[kArgc] = { exec_state.location(), data.location() }; |
| Handle<Object> result = Execution::Call(fun, Factory::undefined_value(), |
| kArgc, argv, pending_exception); |
| return result; |
| } |
| |
| |
| static void StubMessageHandler2(const v8::Debug::Message& message) { |
| // Simply ignore message. |
| } |
| |
| |
| bool Debugger::StartAgent(const char* name, int port, |
| bool wait_for_connection) { |
| if (wait_for_connection) { |
| // Suspend V8 if it is already running or set V8 to suspend whenever |
| // it starts. |
| // Provide stub message handler; V8 auto-continues each suspend |
| // when there is no message handler; we doesn't need it. |
| // Once become suspended, V8 will stay so indefinitely long, until remote |
| // debugger connects and issues "continue" command. |
| Debugger::message_handler_ = StubMessageHandler2; |
| v8::Debug::DebugBreak(); |
| } |
| |
| if (Socket::Setup()) { |
| agent_ = new DebuggerAgent(name, port); |
| agent_->Start(); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| |
| void Debugger::StopAgent() { |
| if (agent_ != NULL) { |
| agent_->Shutdown(); |
| agent_->Join(); |
| delete agent_; |
| agent_ = NULL; |
| } |
| } |
| |
| |
| void Debugger::WaitForAgent() { |
| if (agent_ != NULL) |
| agent_->WaitUntilListening(); |
| } |
| |
| |
| void Debugger::CallMessageDispatchHandler() { |
| v8::Debug::DebugMessageDispatchHandler handler; |
| { |
| ScopedLock with(dispatch_handler_access_); |
| handler = Debugger::debug_message_dispatch_handler_; |
| } |
| if (handler != NULL) { |
| handler(); |
| } |
| } |
| |
| |
| MessageImpl MessageImpl::NewEvent(DebugEvent event, |
| bool running, |
| Handle<JSObject> exec_state, |
| Handle<JSObject> event_data) { |
| MessageImpl message(true, event, running, |
| exec_state, event_data, Handle<String>(), NULL); |
| return message; |
| } |
| |
| |
| MessageImpl MessageImpl::NewResponse(DebugEvent event, |
| bool running, |
| Handle<JSObject> exec_state, |
| Handle<JSObject> event_data, |
| Handle<String> response_json, |
| v8::Debug::ClientData* client_data) { |
| MessageImpl message(false, event, running, |
| exec_state, event_data, response_json, client_data); |
| return message; |
| } |
| |
| |
| MessageImpl::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) |
| : is_event_(is_event), |
| event_(event), |
| running_(running), |
| exec_state_(exec_state), |
| event_data_(event_data), |
| response_json_(response_json), |
| client_data_(client_data) {} |
| |
| |
| bool MessageImpl::IsEvent() const { |
| return is_event_; |
| } |
| |
| |
| bool MessageImpl::IsResponse() const { |
| return !is_event_; |
| } |
| |
| |
| DebugEvent MessageImpl::GetEvent() const { |
| return event_; |
| } |
| |
| |
| bool MessageImpl::WillStartRunning() const { |
| return running_; |
| } |
| |
| |
| v8::Handle<v8::Object> MessageImpl::GetExecutionState() const { |
| return v8::Utils::ToLocal(exec_state_); |
| } |
| |
| |
| v8::Handle<v8::Object> MessageImpl::GetEventData() const { |
| return v8::Utils::ToLocal(event_data_); |
| } |
| |
| |
| v8::Handle<v8::String> MessageImpl::GetJSON() const { |
| v8::HandleScope scope; |
| |
| if (IsEvent()) { |
| // Call toJSONProtocol on the debug event object. |
| Handle<Object> fun = GetProperty(event_data_, "toJSONProtocol"); |
| if (!fun->IsJSFunction()) { |
| return v8::Handle<v8::String>(); |
| } |
| bool caught_exception; |
| Handle<Object> json = Execution::TryCall(Handle<JSFunction>::cast(fun), |
| event_data_, |
| 0, NULL, &caught_exception); |
| if (caught_exception || !json->IsString()) { |
| return v8::Handle<v8::String>(); |
| } |
| return scope.Close(v8::Utils::ToLocal(Handle<String>::cast(json))); |
| } else { |
| return v8::Utils::ToLocal(response_json_); |
| } |
| } |
| |
| |
| v8::Handle<v8::Context> MessageImpl::GetEventContext() const { |
| Handle<Context> context = Debug::debugger_entry()->GetContext(); |
| // Top::context() may have been NULL when "script collected" event occured. |
| if (*context == NULL) { |
| ASSERT(event_ == v8::ScriptCollected); |
| return v8::Local<v8::Context>(); |
| } |
| Handle<Context> global_context(context->global_context()); |
| return v8::Utils::ToLocal(global_context); |
| } |
| |
| |
| v8::Debug::ClientData* MessageImpl::GetClientData() const { |
| return client_data_; |
| } |
| |
| |
| CommandMessage::CommandMessage() : text_(Vector<uint16_t>::empty()), |
| client_data_(NULL) { |
| } |
| |
| |
| CommandMessage::CommandMessage(const Vector<uint16_t>& text, |
| v8::Debug::ClientData* data) |
| : text_(text), |
| client_data_(data) { |
| } |
| |
| |
| CommandMessage::~CommandMessage() { |
| } |
| |
| |
| void CommandMessage::Dispose() { |
| text_.Dispose(); |
| delete client_data_; |
| client_data_ = NULL; |
| } |
| |
| |
| CommandMessage CommandMessage::New(const Vector<uint16_t>& command, |
| v8::Debug::ClientData* data) { |
| return CommandMessage(command.Clone(), data); |
| } |
| |
| |
| CommandMessageQueue::CommandMessageQueue(int size) : start_(0), end_(0), |
| size_(size) { |
| messages_ = NewArray<CommandMessage>(size); |
| } |
| |
| |
| CommandMessageQueue::~CommandMessageQueue() { |
| while (!IsEmpty()) { |
| CommandMessage m = Get(); |
| m.Dispose(); |
| } |
| DeleteArray(messages_); |
| } |
| |
| |
| CommandMessage CommandMessageQueue::Get() { |
| ASSERT(!IsEmpty()); |
| int result = start_; |
| start_ = (start_ + 1) % size_; |
| return messages_[result]; |
| } |
| |
| |
| void CommandMessageQueue::Put(const CommandMessage& message) { |
| if ((end_ + 1) % size_ == start_) { |
| Expand(); |
| } |
| messages_[end_] = message; |
| end_ = (end_ + 1) % size_; |
| } |
| |
| |
| void CommandMessageQueue::Expand() { |
| CommandMessageQueue new_queue(size_ * 2); |
| while (!IsEmpty()) { |
| new_queue.Put(Get()); |
| } |
| CommandMessage* array_to_free = messages_; |
| *this = new_queue; |
| new_queue.messages_ = array_to_free; |
| // Make the new_queue empty so that it doesn't call Dispose on any messages. |
| new_queue.start_ = new_queue.end_; |
| // Automatic destructor called on new_queue, freeing array_to_free. |
| } |
| |
| |
| LockingCommandMessageQueue::LockingCommandMessageQueue(int size) |
| : queue_(size) { |
| lock_ = OS::CreateMutex(); |
| } |
| |
| |
| LockingCommandMessageQueue::~LockingCommandMessageQueue() { |
| delete lock_; |
| } |
| |
| |
| bool LockingCommandMessageQueue::IsEmpty() const { |
| ScopedLock sl(lock_); |
| return queue_.IsEmpty(); |
| } |
| |
| |
| CommandMessage LockingCommandMessageQueue::Get() { |
| ScopedLock sl(lock_); |
| CommandMessage result = queue_.Get(); |
| Logger::DebugEvent("Get", result.text()); |
| return result; |
| } |
| |
| |
| void LockingCommandMessageQueue::Put(const CommandMessage& message) { |
| ScopedLock sl(lock_); |
| queue_.Put(message); |
| Logger::DebugEvent("Put", message.text()); |
| } |
| |
| |
| void LockingCommandMessageQueue::Clear() { |
| ScopedLock sl(lock_); |
| queue_.Clear(); |
| } |
| |
| |
| MessageDispatchHelperThread::MessageDispatchHelperThread() |
| : sem_(OS::CreateSemaphore(0)), mutex_(OS::CreateMutex()), |
| already_signalled_(false) { |
| } |
| |
| |
| MessageDispatchHelperThread::~MessageDispatchHelperThread() { |
| delete mutex_; |
| delete sem_; |
| } |
| |
| |
| void MessageDispatchHelperThread::Schedule() { |
| { |
| ScopedLock lock(mutex_); |
| if (already_signalled_) { |
| return; |
| } |
| already_signalled_ = true; |
| } |
| sem_->Signal(); |
| } |
| |
| |
| void MessageDispatchHelperThread::Run() { |
| while (true) { |
| sem_->Wait(); |
| { |
| ScopedLock lock(mutex_); |
| already_signalled_ = false; |
| } |
| { |
| Locker locker; |
| Debugger::CallMessageDispatchHandler(); |
| } |
| } |
| } |
| |
| #endif // ENABLE_DEBUGGER_SUPPORT |
| |
| } } // namespace v8::internal |