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-rw-r--r--src/3rdparty/v8/src/debug.cc3803
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diff --git a/src/3rdparty/v8/src/debug.cc b/src/3rdparty/v8/src/debug.cc
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--- a/src/3rdparty/v8/src/debug.cc
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@@ -1,3803 +0,0 @@
-// Copyright 2012 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 "codegen.h"
-#include "compilation-cache.h"
-#include "compiler.h"
-#include "debug.h"
-#include "deoptimizer.h"
-#include "execution.h"
-#include "full-codegen.h"
-#include "global-handles.h"
-#include "ic.h"
-#include "ic-inl.h"
-#include "isolate-inl.h"
-#include "list.h"
-#include "messages.h"
-#include "natives.h"
-#include "stub-cache.h"
-#include "log.h"
-
-#include "../include/v8-debug.h"
-
-namespace v8 {
-namespace internal {
-
-#ifdef ENABLE_DEBUGGER_SUPPORT
-
-
-Debug::Debug(Isolate* isolate)
- : has_break_points_(false),
- script_cache_(NULL),
- debug_info_list_(NULL),
- disable_break_(false),
- break_on_exception_(false),
- break_on_uncaught_exception_(false),
- debug_break_return_(NULL),
- debug_break_slot_(NULL),
- isolate_(isolate) {
- memset(registers_, 0, sizeof(JSCallerSavedBuffer));
-}
-
-
-Debug::~Debug() {
-}
-
-
-static void PrintLn(v8::Local<v8::Value> value) {
- v8::Local<v8::String> s = value->ToString();
- ScopedVector<char> data(s->Length() + 1);
- if (data.start() == NULL) {
- V8::FatalProcessOutOfMemory("PrintLn");
- return;
- }
- s->WriteAscii(data.start());
- PrintF("%s\n", data.start());
-}
-
-
-static Handle<Code> ComputeCallDebugPrepareStepIn(int argc, Code::Kind kind) {
- Isolate* isolate = Isolate::Current();
- return isolate->stub_cache()->ComputeCallDebugPrepareStepIn(argc, kind);
-}
-
-
-static v8::Handle<v8::Context> GetDebugEventContext(Isolate* isolate) {
- Handle<Context> context = isolate->debug()->debugger_entry()->GetContext();
- // Isolate::context() may have been NULL when "script collected" event
- // occured.
- if (context.is_null()) return v8::Local<v8::Context>();
- Handle<Context> native_context(context->native_context());
- return v8::Utils::ToLocal(native_context);
-}
-
-
-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);
- }
-
- if (IsDebugBreakSlot()) {
- // There is always a possible break point at a debug break slot.
- break_point_++;
- return;
- } else if (RelocInfo::IsCodeTarget(rmode())) {
- // 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.
- Address target = original_rinfo()->target_address();
- Code* code = Code::GetCodeFromTargetAddress(target);
- if ((code->is_inline_cache_stub() &&
- !code->is_binary_op_stub() &&
- !code->is_unary_op_stub() &&
- !code->is_compare_ic_stub() &&
- !code->is_to_boolean_ic_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() - 1;
- } 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(),
- ~RelocInfo::ModeMask(RelocInfo::CODE_AGE_SEQUENCE));
- reloc_iterator_original_ = new RelocIterator(
- debug_info_->original_code(),
- ~RelocInfo::ModeMask(RelocInfo::CODE_AGE_SEQUENCE));
-
- // 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 if (IsDebugBreakSlot()) {
- // Patch the code in the break slot.
- SetDebugBreakAtSlot();
- } 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 if (IsDebugBreakSlot()) {
- // Restore the code in the break slot.
- ClearDebugBreakAtSlot();
- } else {
- // Patch the IC call.
- ClearDebugBreakAtIC();
- }
- ASSERT(!IsDebugBreak());
-}
-
-
-void BreakLocationIterator::PrepareStepIn(Isolate* isolate) {
- HandleScope scope(isolate);
-
- // 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> target_code(Code::GetCodeFromTargetAddress(target));
- if (target_code->is_call_stub() || target_code->is_keyed_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(
- target_code->arguments_count(), target_code->kind());
- 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 = target_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()) ||
- target_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 if (IsDebugBreakSlot()) {
- return IsDebugBreakAtSlot();
- } 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> target_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(target_code, mode));
- rinfo()->set_target_address(dbgbrk_code->entry());
- }
-}
-
-
-void BreakLocationIterator::ClearDebugBreakAtIC() {
- // Patch the code to the original invoke.
- rinfo()->set_target_address(original_rinfo()->target_address());
-}
-
-
-bool BreakLocationIterator::IsDebuggerStatement() {
- return RelocInfo::DEBUG_BREAK == rmode();
-}
-
-
-bool BreakLocationIterator::IsDebugBreakSlot() {
- return RelocInfo::DEBUG_BREAK_SLOT == rmode();
-}
-
-
-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
-}
-
-
-// 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_.queued_step_count_ = 0;
- thread_local_.step_into_fp_ = 0;
- thread_local_.step_out_fp_ = 0;
- thread_local_.after_break_target_ = 0;
- // TODO(isolates): frames_are_dropped_?
- thread_local_.debugger_entry_ = NULL;
- thread_local_.pending_interrupts_ = 0;
- thread_local_.restarter_frame_function_pointer_ = NULL;
-}
-
-
-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*>(&registers_), 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*>(&registers_), from, sizeof(registers_));
- ASSERT(from <= storage + ArchiveSpacePerThread());
- return storage + ArchiveSpacePerThread();
-}
-
-
-int Debug::ArchiveSpacePerThread() {
- return sizeof(ThreadLocal) + sizeof(JSCallerSavedBuffer);
-}
-
-
-// Frame structure (conforms InternalFrame structure):
-// -- code
-// -- SMI maker
-// -- function (slot is called "context")
-// -- frame base
-Object** Debug::SetUpFrameDropperFrame(StackFrame* bottom_js_frame,
- Handle<Code> code) {
- ASSERT(bottom_js_frame->is_java_script());
-
- Address fp = bottom_js_frame->fp();
-
- // Move function pointer into "context" slot.
- Memory::Object_at(fp + StandardFrameConstants::kContextOffset) =
- Memory::Object_at(fp + JavaScriptFrameConstants::kFunctionOffset);
-
- Memory::Object_at(fp + InternalFrameConstants::kCodeOffset) = *code;
- Memory::Object_at(fp + StandardFrameConstants::kMarkerOffset) =
- Smi::FromInt(StackFrame::INTERNAL);
-
- return reinterpret_cast<Object**>(&Memory::Object_at(
- fp + StandardFrameConstants::kContextOffset));
-}
-
-const int Debug::kFrameDropperFrameSize = 4;
-
-
-void ScriptCache::Add(Handle<Script> script) {
- GlobalHandles* global_handles = Isolate::Current()->global_handles();
- // 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(
- (global_handles->Create(*script)));
- global_handles->MakeWeak(reinterpret_cast<Object**>(script_.location()),
- this,
- NULL,
- 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() {
- Debugger* debugger = Isolate::Current()->debugger();
- for (int i = 0; i < collected_scripts_.length(); i++) {
- debugger->OnScriptCollected(collected_scripts_[i]);
- }
- collected_scripts_.Clear();
-}
-
-
-void ScriptCache::Clear() {
- GlobalHandles* global_handles = Isolate::Current()->global_handles();
- // 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());
- global_handles->ClearWeakness(location);
- global_handles->Destroy(location);
- }
- // Clear the content of the hash map.
- HashMap::Clear();
-}
-
-
-void ScriptCache::HandleWeakScript(v8::Isolate* isolate,
- 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(isolate);
- 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_ =
- isolate_->builtins()->builtin(Builtins::kReturn_DebugBreak);
- ASSERT(debug_break_return_->IsCode());
- // Get code to handle debug break in debug break slots.
- debug_break_slot_ =
- isolate_->builtins()->builtin(Builtins::kSlot_DebugBreak);
- ASSERT(debug_break_slot_->IsCode());
- }
-}
-
-
-void Debug::HandleWeakDebugInfo(v8::Isolate* isolate,
- v8::Persistent<v8::Value> obj,
- void* data) {
- Debug* debug = reinterpret_cast<Isolate*>(isolate)->debug();
- DebugInfoListNode* node = reinterpret_cast<DebugInfoListNode*>(data);
- // We need to clear all breakpoints associated with the function to restore
- // original code and avoid patching the code twice later because
- // the function will live in the heap until next gc, and can be found by
- // Debug::FindSharedFunctionInfoInScript.
- BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
- it.ClearAllDebugBreak();
- debug->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) {
- GlobalHandles* global_handles = Isolate::Current()->global_handles();
- // Globalize the request debug info object and make it weak.
- debug_info_ = Handle<DebugInfo>::cast(
- (global_handles->Create(debug_info)));
- global_handles->MakeWeak(reinterpret_cast<Object**>(debug_info_.location()),
- this,
- NULL,
- Debug::HandleWeakDebugInfo);
-}
-
-
-DebugInfoListNode::~DebugInfoListNode() {
- Isolate::Current()->global_handles()->Destroy(
- reinterpret_cast<Object**>(debug_info_.location()));
-}
-
-
-bool Debug::CompileDebuggerScript(int index) {
- Isolate* isolate = Isolate::Current();
- Factory* factory = isolate->factory();
- HandleScope scope(isolate);
-
- // Bail out if the index is invalid.
- if (index == -1) {
- return false;
- }
-
- // Find source and name for the requested script.
- Handle<String> source_code =
- isolate->bootstrapper()->NativesSourceLookup(index);
- Vector<const char> name = Natives::GetScriptName(index);
- Handle<String> script_name = factory->NewStringFromAscii(name);
- Handle<Context> context = isolate->native_context();
-
- // Compile the script.
- Handle<SharedFunctionInfo> function_info;
- function_info = Compiler::Compile(source_code,
- script_name,
- 0, 0,
- context,
- NULL, NULL,
- Handle<String>::null(),
- NATIVES_CODE);
-
- // Silently ignore stack overflows during compilation.
- if (function_info.is_null()) {
- ASSERT(isolate->has_pending_exception());
- isolate->clear_pending_exception();
- return false;
- }
-
- // Execute the shared function in the debugger context.
- bool caught_exception;
- Handle<JSFunction> function =
- factory->NewFunctionFromSharedFunctionInfo(function_info, context);
-
- Handle<Object> exception =
- Execution::TryCall(function,
- Handle<Object>(context->global_object(), isolate),
- 0,
- NULL,
- &caught_exception);
-
- // Check for caught exceptions.
- if (caught_exception) {
- ASSERT(!isolate->has_pending_exception());
- MessageLocation computed_location;
- isolate->ComputeLocation(&computed_location);
- Handle<Object> message = MessageHandler::MakeMessageObject(
- "error_loading_debugger", &computed_location,
- Vector<Handle<Object> >::empty(), Handle<String>(), Handle<JSArray>());
- ASSERT(!isolate->has_pending_exception());
- if (!exception.is_null()) {
- isolate->set_pending_exception(*exception);
- MessageHandler::ReportMessage(Isolate::Current(), NULL, message);
- isolate->clear_pending_exception();
- }
- return false;
- }
-
- // Mark this script as native and return successfully.
- Handle<Script> script(Script::cast(function->shared()->script()));
- script->set_type(Smi::FromInt(Script::TYPE_NATIVE));
- return true;
-}
-
-
-bool Debug::Load() {
- // Return if debugger is already loaded.
- if (IsLoaded()) return true;
-
- Debugger* debugger = isolate_->debugger();
-
- // 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(isolate_);
-
- // Create the debugger context.
- HandleScope scope(isolate_);
- Handle<Context> context =
- isolate_->bootstrapper()->CreateEnvironment(
- Handle<Object>::null(),
- v8::Handle<ObjectTemplate>(),
- NULL);
-
- // Fail if no context could be created.
- if (context.is_null()) return false;
-
- // Use the debugger context.
- SaveContext save(isolate_);
- isolate_->set_context(*context);
-
- // Expose the builtins object in the debugger context.
- Handle<String> key = isolate_->factory()->InternalizeOneByteString(
- STATIC_ASCII_VECTOR("builtins"));
- Handle<GlobalObject> global = Handle<GlobalObject>(context->global_object());
- RETURN_IF_EMPTY_HANDLE_VALUE(
- isolate_,
- JSReceiver::SetProperty(global,
- key,
- Handle<Object>(global->builtins(), isolate_),
- NONE,
- kNonStrictMode),
- false);
-
- // 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"));
-
- if (FLAG_enable_liveedit) {
- caught_exception = caught_exception ||
- !CompileDebuggerScript(Natives::GetIndex("liveedit"));
- }
-
- 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_ = context;
-
- return true;
-}
-
-
-void Debug::Unload() {
- // Return debugger is not loaded.
- if (!IsLoaded()) {
- return;
- }
-
- // Clear the script cache.
- DestroyScriptCache();
-
- // Clear debugger context global handle.
- Isolate::Current()->global_handles()->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(BitCast<Object**>(&(debug_break_return_)));
- v->VisitPointer(BitCast<Object**>(&(debug_break_slot_)));
-}
-
-
-Object* Debug::Break(Arguments args) {
- Heap* heap = isolate_->heap();
- HandleScope scope(isolate_);
- ASSERT(args.length() == 0);
-
- thread_local_.frame_drop_mode_ = FRAMES_UNTOUCHED;
-
- // Get the top-most JavaScript frame.
- JavaScriptFrameIterator it(isolate_);
- 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(isolate_);
-
- // 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(), isolate_);
- if (break_location_iterator.HasBreakPoint()) {
- Handle<Object> break_point_objects =
- Handle<Object>(break_location_iterator.BreakPointObjects(), isolate_);
- 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 (StepOutActive() && frame->fp() != 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();
-
- if (thread_local_.queued_step_count_ > 0) {
- // Perform queued steps
- int step_count = thread_local_.queued_step_count_;
-
- // Clear queue
- thread_local_.queued_step_count_ = 0;
-
- PrepareStep(StepNext, step_count);
- } else {
- // Notify the debug event listeners.
- isolate_->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_;
-
- // If StepNext goes deeper in code, StepOut until original frame
- // and keep step count queued up in the meantime.
- if (step_action == StepNext && frame->fp() < thread_local_.last_fp_) {
- // Count frames until target frame
- int count = 0;
- JavaScriptFrameIterator it(isolate_);
- while (!it.done() && it.frame()->fp() < thread_local_.last_fp_) {
- count++;
- it.Advance();
- }
-
- // Check that we indeed found the frame we are looking for.
- CHECK(!it.done() && (it.frame()->fp() == thread_local_.last_fp_));
- if (step_count > 1) {
- // Save old count and action to continue stepping after StepOut.
- thread_local_.queued_step_count_ = step_count - 1;
- }
-
- // Set up for StepOut to reach target frame.
- step_action = StepOut;
- step_count = count;
- }
-
- // Clear all current stepping setup.
- ClearStepping();
-
- // Set up for the remaining steps.
- PrepareStep(step_action, step_count);
- }
-
- if (thread_local_.frame_drop_mode_ == FRAMES_UNTOUCHED) {
- SetAfterBreakTarget(frame);
- } else if (thread_local_.frame_drop_mode_ ==
- FRAME_DROPPED_IN_IC_CALL) {
- // We must have been calling IC stub. Do not go there anymore.
- Code* plain_return = isolate_->builtins()->builtin(
- Builtins::kPlainReturn_LiveEdit);
- thread_local_.after_break_target_ = plain_return->entry();
- } else if (thread_local_.frame_drop_mode_ ==
- FRAME_DROPPED_IN_DEBUG_SLOT_CALL) {
- // Debug break slot stub does not return normally, instead it manually
- // cleans the stack and jumps. We should patch the jump address.
- Code* plain_return = isolate_->builtins()->builtin(
- Builtins::kFrameDropper_LiveEdit);
- thread_local_.after_break_target_ = plain_return->entry();
- } else if (thread_local_.frame_drop_mode_ ==
- FRAME_DROPPED_IN_DIRECT_CALL) {
- // Nothing to do, after_break_target is not used here.
- } else if (thread_local_.frame_drop_mode_ ==
- FRAME_DROPPED_IN_RETURN_CALL) {
- Code* plain_return = isolate_->builtins()->builtin(
- Builtins::kFrameDropper_LiveEdit);
- thread_local_.after_break_target_ = plain_return->entry();
- } else {
- UNREACHABLE();
- }
-
- return heap->undefined_value();
-}
-
-
-RUNTIME_FUNCTION(Object*, Debug_Break) {
- return isolate->debug()->Break(args);
-}
-
-
-// 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) {
- Factory* factory = isolate_->factory();
-
- // Count the number of break points hit. If there are multiple break points
- // they are in a FixedArray.
- Handle<FixedArray> break_points_hit;
- int break_points_hit_count = 0;
- ASSERT(!break_point_objects->IsUndefined());
- if (break_point_objects->IsFixedArray()) {
- Handle<FixedArray> array(FixedArray::cast(*break_point_objects));
- break_points_hit = factory->NewFixedArray(array->length());
- for (int i = 0; i < array->length(); i++) {
- Handle<Object> o(array->get(i), isolate_);
- if (CheckBreakPoint(o)) {
- break_points_hit->set(break_points_hit_count++, *o);
- }
- }
- } else {
- break_points_hit = factory->NewFixedArray(1);
- if (CheckBreakPoint(break_point_objects)) {
- break_points_hit->set(break_points_hit_count++, *break_point_objects);
- }
- }
-
- // Return undefined if no break points were triggered.
- if (break_points_hit_count == 0) {
- return factory->undefined_value();
- }
- // Return break points hit as a JSArray.
- Handle<JSArray> result = factory->NewJSArrayWithElements(break_points_hit);
- result->set_length(Smi::FromInt(break_points_hit_count));
- return result;
-}
-
-
-// Check whether a single break point object is triggered.
-bool Debug::CheckBreakPoint(Handle<Object> break_point_object) {
- Factory* factory = isolate_->factory();
- HandleScope scope(isolate_);
-
- // Ignore check if break point object is not a JSObject.
- if (!break_point_object->IsJSObject()) return true;
-
- // Get the function IsBreakPointTriggered (defined in debug-debugger.js).
- Handle<String> is_break_point_triggered_string =
- factory->InternalizeOneByteString(
- STATIC_ASCII_VECTOR("IsBreakPointTriggered"));
- Handle<JSFunction> check_break_point =
- Handle<JSFunction>(JSFunction::cast(
- debug_context()->global_object()->GetPropertyNoExceptionThrown(
- *is_break_point_triggered_string)));
-
- // Get the break id as an object.
- Handle<Object> break_id = factory->NewNumberFromInt(Debug::break_id());
-
- // Call HandleBreakPointx.
- bool caught_exception;
- Handle<Object> argv[] = { break_id, break_point_object };
- Handle<Object> result = Execution::TryCall(check_break_point,
- isolate_->js_builtins_object(),
- ARRAY_SIZE(argv),
- 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.
- ASSERT(!result.is_null());
- return (*result)->IsTrue();
-}
-
-
-// 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<JSFunction> function,
- Handle<Object> break_point_object,
- int* source_position) {
- HandleScope scope(isolate_);
-
- PrepareForBreakPoints();
-
- // Make sure the function is compiled and has set up the debug info.
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // 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);
-
- *source_position = it.position();
-
- // At least one active break point now.
- ASSERT(debug_info->GetBreakPointCount() > 0);
-}
-
-
-bool Debug::SetBreakPointForScript(Handle<Script> script,
- Handle<Object> break_point_object,
- int* source_position) {
- HandleScope scope(isolate_);
-
- PrepareForBreakPoints();
-
- // Obtain shared function info for the function.
- Object* result = FindSharedFunctionInfoInScript(script, *source_position);
- if (result->IsUndefined()) return false;
-
- // Make sure the function has set up the debug info.
- Handle<SharedFunctionInfo> shared(SharedFunctionInfo::cast(result));
- if (!EnsureDebugInfo(shared, Handle<JSFunction>::null())) {
- // Return if retrieving debug info failed.
- return false;
- }
-
- // Find position within function. The script position might be before the
- // source position of the first function.
- int position;
- if (shared->start_position() > *source_position) {
- position = 0;
- } else {
- position = *source_position - shared->start_position();
- }
-
- Handle<DebugInfo> debug_info = GetDebugInfo(shared);
- // Source positions starts with zero.
- ASSERT(position >= 0);
-
- // Find the break point and change it.
- BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
- it.FindBreakLocationFromPosition(position);
- it.SetBreakPoint(break_point_object);
-
- *source_position = it.position() + shared->start_position();
-
- // At least one active break point now.
- ASSERT(debug_info->GetBreakPointCount() > 0);
- return true;
-}
-
-
-void Debug::ClearBreakPoint(Handle<Object> break_point_object) {
- HandleScope scope(isolate_);
-
- 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<JSFunction> function) {
- PrepareForBreakPoints();
-
- // Make sure the function is compiled and has set up the debug info.
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // 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::FloodBoundFunctionWithOneShot(Handle<JSFunction> function) {
- Handle<FixedArray> new_bindings(function->function_bindings());
- Handle<Object> bindee(new_bindings->get(JSFunction::kBoundFunctionIndex),
- isolate_);
-
- if (!bindee.is_null() && bindee->IsJSFunction() &&
- !JSFunction::cast(*bindee)->IsBuiltin()) {
- Handle<JSFunction> bindee_function(JSFunction::cast(*bindee));
- Debug::FloodWithOneShot(bindee_function);
- }
-}
-
-
-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(isolate_, id); !it.done(); it.Advance()) {
- JavaScriptFrame* frame = it.frame();
- if (frame->HasHandler()) {
- // Flood the function with the catch block with break points
- JSFunction* function = JSFunction::cast(frame->function());
- FloodWithOneShot(Handle<JSFunction>(function));
- return;
- }
- }
-}
-
-
-void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) {
- if (type == BreakUncaughtException) {
- break_on_uncaught_exception_ = enable;
- } else {
- break_on_exception_ = enable;
- }
-}
-
-
-bool Debug::IsBreakOnException(ExceptionBreakType type) {
- if (type == BreakUncaughtException) {
- return break_on_uncaught_exception_;
- } else {
- return break_on_exception_;
- }
-}
-
-
-void Debug::PrepareStep(StepAction step_action, int step_count) {
- HandleScope scope(isolate_);
-
- PrepareForBreakPoints();
-
- 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(isolate_, 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<JSFunction>(function));
- return;
- }
-
- // Get the debug info (create it if it does not exist).
- Handle<JSFunction> function(JSFunction::cast(frame->function()));
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // 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_load_or_store = false;
- bool is_inline_cache_stub = false;
- bool is_at_restarted_function = false;
- Handle<Code> call_function_stub;
-
- if (thread_local_.restarter_frame_function_pointer_ == NULL) {
- if (RelocInfo::IsCodeTarget(it.rinfo()->rmode())) {
- bool is_call_target = false;
- Address target = it.rinfo()->target_address();
- Code* code = Code::GetCodeFromTargetAddress(target);
- if (code->is_call_stub() || code->is_keyed_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);
- }
- }
- } else {
- is_at_restarted_function = true;
- }
-
- // 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<JSFunction>(function));
- // Set target frame pointer.
- ActivateStepOut(frames_it.frame());
- }
- } else if (!(is_inline_cache_stub || RelocInfo::IsConstructCall(it.rmode()) ||
- !call_function_stub.is_null() || is_at_restarted_function)
- || step_action == StepNext || step_action == StepMin) {
- // Step next or step min.
-
- // Fill the current function with one-shot break points.
- FloodWithOneShot(function);
-
- // 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->UnpaddedFP();
- } else {
- // If there's restarter frame on top of the stack, just get the pointer
- // to function which is going to be restarted.
- if (is_at_restarted_function) {
- Handle<JSFunction> restarted_function(
- JSFunction::cast(*thread_local_.restarter_frame_function_pointer_));
- FloodWithOneShot(restarted_function);
- } else if (!call_function_stub.is_null()) {
- // If it's CallFunction stub ensure target function is compiled and flood
- // it with one shot breakpoints.
-
- // 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(
- isolate_->heap()->code_stubs()->SlowReverseLookup(
- *call_function_stub),
- isolate_);
- ASSERT(!obj.is_null());
- ASSERT(!(*obj)->IsUndefined());
- 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));
- if (js_function->shared()->bound()) {
- Debug::FloodBoundFunctionWithOneShot(js_function);
- } else if (!js_function->IsBuiltin()) {
- // Don't step into builtins.
- // It will also compile target function if it's not compiled yet.
- FloodWithOneShot(js_function);
- }
- }
- }
-
- // 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(function);
-
- 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->UnpaddedFP();
- }
-
- // Step in or Step in min
- it.PrepareStepIn(isolate_);
- 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) {
- // StepNext and StepOut shouldn't bring us deeper in code, so last frame
- // shouldn't be a parent of current frame.
- if (thread_local_.last_step_action_ == StepNext ||
- thread_local_.last_step_action_ == StepOut) {
- if (frame->fp() < thread_local_.last_fp_) return true;
- }
-
- // 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->UnpaddedFP() &&
- 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->is_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 = CodeStub::GetMajorKey(code);
- 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 = CodeStub::GetMajorKey(code);
- return major_key == CodeStub::CallFunction;
-}
-
-
-// Find the builtin to use for invoking the debug break
-Handle<Code> Debug::FindDebugBreak(Handle<Code> code, RelocInfo::Mode mode) {
- Isolate* isolate = Isolate::Current();
-
- // Find the builtin debug break function matching the calling convention
- // used by the call site.
- if (code->is_inline_cache_stub()) {
- switch (code->kind()) {
- case Code::CALL_IC:
- case Code::KEYED_CALL_IC:
- return isolate->stub_cache()->ComputeCallDebugBreak(
- code->arguments_count(), code->kind());
-
- case Code::LOAD_IC:
- return isolate->builtins()->LoadIC_DebugBreak();
-
- case Code::STORE_IC:
- return isolate->builtins()->StoreIC_DebugBreak();
-
- case Code::KEYED_LOAD_IC:
- return isolate->builtins()->KeyedLoadIC_DebugBreak();
-
- case Code::KEYED_STORE_IC:
- return isolate->builtins()->KeyedStoreIC_DebugBreak();
-
- default:
- UNREACHABLE();
- }
- }
- if (RelocInfo::IsConstructCall(mode)) {
- if (code->has_function_cache()) {
- return isolate->builtins()->CallConstructStub_Recording_DebugBreak();
- } else {
- return isolate->builtins()->CallConstructStub_DebugBreak();
- }
- }
- if (code->kind() == Code::STUB) {
- ASSERT(code->major_key() == CodeStub::CallFunction);
- if (code->has_function_cache()) {
- return isolate->builtins()->CallFunctionStub_Recording_DebugBreak();
- } else {
- return isolate->builtins()->CallFunctionStub_DebugBreak();
- }
- }
-
- UNREACHABLE();
- return Handle<Code>::null();
-}
-
-
-// Simple function for returning the source positions for active break points.
-Handle<Object> Debug::GetSourceBreakLocations(
- Handle<SharedFunctionInfo> shared) {
- Isolate* isolate = Isolate::Current();
- Heap* heap = isolate->heap();
- if (!HasDebugInfo(shared)) {
- return Handle<Object>(heap->undefined_value(), isolate);
- }
- Handle<DebugInfo> debug_info = GetDebugInfo(shared);
- if (debug_info->GetBreakPointCount() == 0) {
- return Handle<Object>(heap->undefined_value(), isolate);
- }
- Handle<FixedArray> locations =
- isolate->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) {
- Isolate* isolate = function->GetIsolate();
- // If the frame pointer is not supplied by the caller find it.
- if (fp == 0) {
- StackFrameIterator it(isolate);
- 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 == step_in_fp()) {
- if (function->shared()->bound()) {
- // Handle Function.prototype.bind
- Debug::FloodBoundFunctionWithOneShot(function);
- } else if (!function->IsBuiltin()) {
- // Don't allow step into functions in the native context.
- if (function->shared()->code() ==
- isolate->builtins()->builtin(Builtins::kFunctionApply) ||
- function->shared()->code() ==
- isolate->builtins()->builtin(Builtins::kFunctionCall)) {
- // 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<JSFunction> js_function = Handle<JSFunction>::cast(holder);
- Debug::FloodWithOneShot(js_function);
- }
- } else {
- Debug::FloodWithOneShot(function);
- }
- }
- }
-}
-
-
-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->UnpaddedFP();
-}
-
-
-void Debug::ClearStepIn() {
- thread_local_.step_into_fp_ = 0;
-}
-
-
-void Debug::ActivateStepOut(StackFrame* frame) {
- ASSERT(!StepInActive());
- thread_local_.step_out_fp_ = frame->UnpaddedFP();
-}
-
-
-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;
-}
-
-
-// Helper function to compile full code for debugging. This code will
-// have debug break slots and deoptimization information. Deoptimization
-// information is required in case that an optimized version of this
-// function is still activated on the stack. It will also make sure that
-// the full code is compiled with the same flags as the previous version,
-// that is flags which can change the code generated. The current method
-// of mapping from already compiled full code without debug break slots
-// to full code with debug break slots depends on the generated code is
-// otherwise exactly the same.
-static bool CompileFullCodeForDebugging(Handle<JSFunction> function,
- Handle<Code> current_code) {
- ASSERT(!current_code->has_debug_break_slots());
-
- CompilationInfoWithZone info(function);
- info.MarkCompilingForDebugging(current_code);
- ASSERT(!info.shared_info()->is_compiled());
- ASSERT(!info.isolate()->has_pending_exception());
-
- // Use compile lazy which will end up compiling the full code in the
- // configuration configured above.
- bool result = Compiler::CompileLazy(&info);
- ASSERT(result != Isolate::Current()->has_pending_exception());
- info.isolate()->clear_pending_exception();
-#if DEBUG
- if (result) {
- Handle<Code> new_code(function->shared()->code());
- ASSERT(new_code->has_debug_break_slots());
- ASSERT(current_code->is_compiled_optimizable() ==
- new_code->is_compiled_optimizable());
- }
-#endif
- return result;
-}
-
-
-static void CollectActiveFunctionsFromThread(
- Isolate* isolate,
- ThreadLocalTop* top,
- List<Handle<JSFunction> >* active_functions,
- Object* active_code_marker) {
- // Find all non-optimized code functions with activation frames
- // on the stack. This includes functions which have optimized
- // activations (including inlined functions) on the stack as the
- // non-optimized code is needed for the lazy deoptimization.
- for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) {
- JavaScriptFrame* frame = it.frame();
- if (frame->is_optimized()) {
- List<JSFunction*> functions(Compiler::kMaxInliningLevels + 1);
- frame->GetFunctions(&functions);
- for (int i = 0; i < functions.length(); i++) {
- JSFunction* function = functions[i];
- active_functions->Add(Handle<JSFunction>(function));
- function->shared()->code()->set_gc_metadata(active_code_marker);
- }
- } else if (frame->function()->IsJSFunction()) {
- JSFunction* function = JSFunction::cast(frame->function());
- ASSERT(frame->LookupCode()->kind() == Code::FUNCTION);
- active_functions->Add(Handle<JSFunction>(function));
- function->shared()->code()->set_gc_metadata(active_code_marker);
- }
- }
-}
-
-
-static void RedirectActivationsToRecompiledCodeOnThread(
- Isolate* isolate,
- ThreadLocalTop* top) {
- for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) {
- JavaScriptFrame* frame = it.frame();
-
- if (frame->is_optimized() || !frame->function()->IsJSFunction()) continue;
-
- JSFunction* function = JSFunction::cast(frame->function());
-
- ASSERT(frame->LookupCode()->kind() == Code::FUNCTION);
-
- Handle<Code> frame_code(frame->LookupCode());
- if (frame_code->has_debug_break_slots()) continue;
-
- Handle<Code> new_code(function->shared()->code());
- if (new_code->kind() != Code::FUNCTION ||
- !new_code->has_debug_break_slots()) {
- continue;
- }
-
- // Iterate over the RelocInfo in the original code to compute the sum of the
- // constant pools sizes. (See Assembler::CheckConstPool())
- // Note that this is only useful for architectures using constant pools.
- int constpool_mask = RelocInfo::ModeMask(RelocInfo::CONST_POOL);
- int frame_const_pool_size = 0;
- for (RelocIterator it(*frame_code, constpool_mask); !it.done(); it.next()) {
- RelocInfo* info = it.rinfo();
- if (info->pc() >= frame->pc()) break;
- frame_const_pool_size += static_cast<int>(info->data());
- }
- intptr_t frame_offset =
- frame->pc() - frame_code->instruction_start() - frame_const_pool_size;
-
- // Iterate over the RelocInfo for new code to find the number of bytes
- // generated for debug slots and constant pools.
- int debug_break_slot_bytes = 0;
- int new_code_const_pool_size = 0;
- int mask = RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT) |
- RelocInfo::ModeMask(RelocInfo::CONST_POOL);
- for (RelocIterator it(*new_code, mask); !it.done(); it.next()) {
- // Check if the pc in the new code with debug break
- // slots is before this slot.
- RelocInfo* info = it.rinfo();
- intptr_t new_offset = info->pc() - new_code->instruction_start() -
- new_code_const_pool_size - debug_break_slot_bytes;
- if (new_offset >= frame_offset) {
- break;
- }
-
- if (RelocInfo::IsDebugBreakSlot(info->rmode())) {
- debug_break_slot_bytes += Assembler::kDebugBreakSlotLength;
- } else {
- ASSERT(RelocInfo::IsConstPool(info->rmode()));
- // The size of the constant pool is encoded in the data.
- new_code_const_pool_size += static_cast<int>(info->data());
- }
- }
-
- // Compute the equivalent pc in the new code.
- byte* new_pc = new_code->instruction_start() + frame_offset +
- debug_break_slot_bytes + new_code_const_pool_size;
-
- if (FLAG_trace_deopt) {
- PrintF("Replacing code %08" V8PRIxPTR " - %08" V8PRIxPTR " (%d) "
- "with %08" V8PRIxPTR " - %08" V8PRIxPTR " (%d) "
- "for debugging, "
- "changing pc from %08" V8PRIxPTR " to %08" V8PRIxPTR "\n",
- reinterpret_cast<intptr_t>(
- frame_code->instruction_start()),
- reinterpret_cast<intptr_t>(
- frame_code->instruction_start()) +
- frame_code->instruction_size(),
- frame_code->instruction_size(),
- reinterpret_cast<intptr_t>(new_code->instruction_start()),
- reinterpret_cast<intptr_t>(new_code->instruction_start()) +
- new_code->instruction_size(),
- new_code->instruction_size(),
- reinterpret_cast<intptr_t>(frame->pc()),
- reinterpret_cast<intptr_t>(new_pc));
- }
-
- // Patch the return address to return into the code with
- // debug break slots.
- frame->set_pc(new_pc);
- }
-}
-
-
-class ActiveFunctionsCollector : public ThreadVisitor {
- public:
- explicit ActiveFunctionsCollector(List<Handle<JSFunction> >* active_functions,
- Object* active_code_marker)
- : active_functions_(active_functions),
- active_code_marker_(active_code_marker) { }
-
- void VisitThread(Isolate* isolate, ThreadLocalTop* top) {
- CollectActiveFunctionsFromThread(isolate,
- top,
- active_functions_,
- active_code_marker_);
- }
-
- private:
- List<Handle<JSFunction> >* active_functions_;
- Object* active_code_marker_;
-};
-
-
-class ActiveFunctionsRedirector : public ThreadVisitor {
- public:
- void VisitThread(Isolate* isolate, ThreadLocalTop* top) {
- RedirectActivationsToRecompiledCodeOnThread(isolate, top);
- }
-};
-
-
-void Debug::PrepareForBreakPoints() {
- // If preparing for the first break point make sure to deoptimize all
- // functions as debugging does not work with optimized code.
- if (!has_break_points_) {
- Deoptimizer::DeoptimizeAll();
-
- Handle<Code> lazy_compile =
- Handle<Code>(isolate_->builtins()->builtin(Builtins::kLazyCompile));
-
- // There will be at least one break point when we are done.
- has_break_points_ = true;
-
- // Keep the list of activated functions in a handlified list as it
- // is used both in GC and non-GC code.
- List<Handle<JSFunction> > active_functions(100);
-
- {
- // We are going to iterate heap to find all functions without
- // debug break slots.
- Heap* heap = isolate_->heap();
- heap->CollectAllGarbage(Heap::kMakeHeapIterableMask,
- "preparing for breakpoints");
-
- // Ensure no GC in this scope as we are going to use gc_metadata
- // field in the Code object to mark active functions.
- AssertNoAllocation no_allocation;
-
- Object* active_code_marker = heap->the_hole_value();
-
- CollectActiveFunctionsFromThread(isolate_,
- isolate_->thread_local_top(),
- &active_functions,
- active_code_marker);
- ActiveFunctionsCollector active_functions_collector(&active_functions,
- active_code_marker);
- isolate_->thread_manager()->IterateArchivedThreads(
- &active_functions_collector);
-
- // Scan the heap for all non-optimized functions which have no
- // debug break slots and are not active or inlined into an active
- // function and mark them for lazy compilation.
- HeapIterator iterator(heap);
- HeapObject* obj = NULL;
- while (((obj = iterator.next()) != NULL)) {
- if (obj->IsJSFunction()) {
- JSFunction* function = JSFunction::cast(obj);
- SharedFunctionInfo* shared = function->shared();
- if (shared->allows_lazy_compilation() &&
- shared->script()->IsScript() &&
- function->code()->kind() == Code::FUNCTION &&
- !function->code()->has_debug_break_slots() &&
- shared->code()->gc_metadata() != active_code_marker) {
- function->set_code(*lazy_compile);
- function->shared()->set_code(*lazy_compile);
- }
- }
- }
-
- // Clear gc_metadata field.
- for (int i = 0; i < active_functions.length(); i++) {
- Handle<JSFunction> function = active_functions[i];
- function->shared()->code()->set_gc_metadata(Smi::FromInt(0));
- }
- }
-
- // Now recompile all functions with activation frames and and
- // patch the return address to run in the new compiled code.
- for (int i = 0; i < active_functions.length(); i++) {
- Handle<JSFunction> function = active_functions[i];
- Handle<SharedFunctionInfo> shared(function->shared());
-
- if (function->code()->kind() == Code::FUNCTION &&
- function->code()->has_debug_break_slots()) {
- // Nothing to do. Function code already had debug break slots.
- continue;
- }
-
- // If recompilation is not possible just skip it.
- if (shared->is_toplevel() ||
- !shared->allows_lazy_compilation() ||
- shared->code()->kind() == Code::BUILTIN) {
- continue;
- }
-
- // Make sure that the shared full code is compiled with debug
- // break slots.
- if (!shared->code()->has_debug_break_slots()) {
- // Try to compile the full code with debug break slots. If it
- // fails just keep the current code.
- Handle<Code> current_code(function->shared()->code());
- shared->set_code(*lazy_compile);
- bool prev_force_debugger_active =
- isolate_->debugger()->force_debugger_active();
- isolate_->debugger()->set_force_debugger_active(true);
- ASSERT(current_code->kind() == Code::FUNCTION);
- CompileFullCodeForDebugging(function, current_code);
- isolate_->debugger()->set_force_debugger_active(
- prev_force_debugger_active);
- if (!shared->is_compiled()) {
- shared->set_code(*current_code);
- continue;
- }
- }
-
- // Keep function code in sync with shared function info.
- function->set_code(shared->code());
- }
-
- RedirectActivationsToRecompiledCodeOnThread(isolate_,
- isolate_->thread_local_top());
-
- ActiveFunctionsRedirector active_functions_redirector;
- isolate_->thread_manager()->IterateArchivedThreads(
- &active_functions_redirector);
- }
-}
-
-
-Object* Debug::FindSharedFunctionInfoInScript(Handle<Script> script,
- int position) {
- // Iterate the heap looking for SharedFunctionInfo generated from the
- // script. The inner most SharedFunctionInfo containing the source position
- // for the requested break point is found.
- // NOTE: This might require several heap iterations. If the SharedFunctionInfo
- // which is found is not compiled it is compiled and the heap is iterated
- // again as the compilation might create inner functions from the newly
- // compiled function and the actual requested break point might be in one of
- // these functions.
- // NOTE: The below fix-point iteration depends on all functions that cannot be
- // compiled lazily without a context to not be compiled at all. Compilation
- // will be triggered at points where we do not need a context.
- bool done = false;
- // The current candidate for the source position:
- int target_start_position = RelocInfo::kNoPosition;
- Handle<JSFunction> target_function;
- Handle<SharedFunctionInfo> target;
- Heap* heap = isolate_->heap();
- while (!done) {
- { // Extra scope for iterator and no-allocation.
- heap->EnsureHeapIsIterable();
- AssertNoAllocation no_alloc_during_heap_iteration;
- HeapIterator iterator(heap);
- for (HeapObject* obj = iterator.next();
- obj != NULL; obj = iterator.next()) {
- bool found_next_candidate = false;
- Handle<JSFunction> function;
- Handle<SharedFunctionInfo> shared;
- if (obj->IsJSFunction()) {
- function = Handle<JSFunction>(JSFunction::cast(obj));
- shared = Handle<SharedFunctionInfo>(function->shared());
- ASSERT(shared->allows_lazy_compilation() || shared->is_compiled());
- found_next_candidate = true;
- } else if (obj->IsSharedFunctionInfo()) {
- shared = Handle<SharedFunctionInfo>(SharedFunctionInfo::cast(obj));
- // Skip functions that we cannot compile lazily without a context,
- // which is not available here, because there is no closure.
- found_next_candidate = shared->is_compiled() ||
- shared->allows_lazy_compilation_without_context();
- }
- if (!found_next_candidate) continue;
- if (shared->script() == *script) {
- // If the SharedFunctionInfo found has the requested script data and
- // contains the source position it is a candidate.
- int start_position = shared->function_token_position();
- if (start_position == RelocInfo::kNoPosition) {
- start_position = shared->start_position();
- }
- if (start_position <= position &&
- position <= shared->end_position()) {
- // If there is no candidate or this function is within the current
- // candidate this is the new candidate.
- if (target.is_null()) {
- target_start_position = start_position;
- target_function = function;
- target = shared;
- } else {
- if (target_start_position == start_position &&
- shared->end_position() == target->end_position()) {
- // If a top-level function contains only one function
- // declaration the source for the top-level and the function
- // is the same. In that case prefer the non top-level function.
- if (!shared->is_toplevel()) {
- target_start_position = start_position;
- target_function = function;
- target = shared;
- }
- } else if (target_start_position <= start_position &&
- shared->end_position() <= target->end_position()) {
- // This containment check includes equality as a function
- // inside a top-level function can share either start or end
- // position with the top-level function.
- target_start_position = start_position;
- target_function = function;
- target = shared;
- }
- }
- }
- }
- } // End for loop.
- } // End no-allocation scope.
-
- if (target.is_null()) return heap->undefined_value();
-
- // There will be at least one break point when we are done.
- has_break_points_ = true;
-
- // If the candidate found is compiled we are done.
- done = target->is_compiled();
- if (!done) {
- // If the candidate is not compiled, compile it to reveal any inner
- // functions which might contain the requested source position. This
- // will compile all inner functions that cannot be compiled without a
- // context, because Compiler::BuildFunctionInfo checks whether the
- // debugger is active.
- if (target_function.is_null()) {
- SharedFunctionInfo::CompileLazy(target, KEEP_EXCEPTION);
- } else {
- JSFunction::CompileLazy(target_function, KEEP_EXCEPTION);
- }
- }
- } // End while loop.
-
- return *target;
-}
-
-
-// Ensures the debug information is present for shared.
-bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared,
- Handle<JSFunction> function) {
- // Return if we already have the debug info for shared.
- if (HasDebugInfo(shared)) {
- ASSERT(shared->is_compiled());
- return true;
- }
-
- // There will be at least one break point when we are done.
- has_break_points_ = true;
-
- // Ensure function is compiled. Return false if this failed.
- if (!function.is_null() &&
- !JSFunction::EnsureCompiled(function, 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;
-
- 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(
- isolate_->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(isolate_);
-
- PrepareForBreakPoints();
-
- // Get the executing function in which the debug break occurred.
- Handle<JSFunction> function(JSFunction::cast(frame->function()));
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // 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->LookupCode());
- 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::kPatchDebugBreakSlotReturnOffset;
-
- // Check if the location is at JS exit or debug break slot.
- bool at_js_return = false;
- bool break_at_js_return_active = false;
- bool at_debug_break_slot = false;
- RelocIterator it(debug_info->code());
- while (!it.done() && !at_js_return && !at_debug_break_slot) {
- if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
- at_js_return = (it.rinfo()->pc() ==
- addr - Assembler::kPatchReturnSequenceAddressOffset);
- break_at_js_return_active = it.rinfo()->IsPatchedReturnSequence();
- }
- if (RelocInfo::IsDebugBreakSlot(it.rinfo()->rmode())) {
- at_debug_break_slot = (it.rinfo()->pc() ==
- addr - Assembler::kPatchDebugBreakSlotAddressOffset);
- }
- 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 if (at_debug_break_slot) {
- // Address of where the debug break slot starts.
- addr = addr - Assembler::kPatchDebugBreakSlotAddressOffset;
-
- // Continue just after the slot.
- thread_local_.after_break_target_ = addr + Assembler::kDebugBreakSlotLength;
- } else if (IsDebugBreak(Assembler::target_address_at(addr))) {
- // We now know that there is still a debug break call at the target address,
- // so the break point is still there and the original code will hold the
- // address to jump to in order to complete the call which is replaced by a
- // 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);
- } else {
- // There is no longer a break point present. 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.
- thread_local_.after_break_target_ = Assembler::target_address_at(addr);
- }
-}
-
-
-bool Debug::IsBreakAtReturn(JavaScriptFrame* frame) {
- HandleScope scope(isolate_);
-
- // If there are no break points this cannot be break at return, as
- // the debugger statement and stack guard bebug break cannot be at
- // return.
- if (!has_break_points_) {
- return false;
- }
-
- PrepareForBreakPoints();
-
- // Get the executing function in which the debug break occurred.
- Handle<JSFunction> function(JSFunction::cast(frame->function()));
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // Return if we failed to retrieve the debug info.
- return false;
- }
- Handle<DebugInfo> debug_info = GetDebugInfo(shared);
- Handle<Code> code(debug_info->code());
-#ifdef DEBUG
- // Get the code which is actually executing.
- Handle<Code> frame_code(frame->LookupCode());
- ASSERT(frame_code.is_identical_to(code));
-#endif
-
- // Find the call address in the running code.
- Address addr = frame->pc() - Assembler::kPatchDebugBreakSlotReturnOffset;
-
- // Check if the location is at JS return.
- RelocIterator it(debug_info->code());
- while (!it.done()) {
- if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
- return (it.rinfo()->pc() ==
- addr - Assembler::kPatchReturnSequenceAddressOffset);
- }
- it.next();
- }
- return false;
-}
-
-
-void Debug::FramesHaveBeenDropped(StackFrame::Id new_break_frame_id,
- FrameDropMode mode,
- Object** restarter_frame_function_pointer) {
- if (mode != CURRENTLY_SET_MODE) {
- thread_local_.frame_drop_mode_ = mode;
- }
- thread_local_.break_frame_id_ = new_break_frame_id;
- thread_local_.restarter_frame_function_pointer_ =
- restarter_frame_function_pointer;
-}
-
-
-const int Debug::FramePaddingLayout::kInitialSize = 1;
-
-
-// Any even value bigger than kInitialSize as needed for stack scanning.
-const int Debug::FramePaddingLayout::kPaddingValue = kInitialSize + 1;
-
-
-bool Debug::IsDebugGlobal(GlobalObject* global) {
- return IsLoaded() && global == debug_context()->global_object();
-}
-
-
-void Debug::ClearMirrorCache() {
- PostponeInterruptsScope postpone(isolate_);
- HandleScope scope(isolate_);
- ASSERT(isolate_->context() == *Debug::debug_context());
-
- // Clear the mirror cache.
- Handle<String> function_name = isolate_->factory()->InternalizeOneByteString(
- STATIC_ASCII_VECTOR("ClearMirrorCache"));
- Handle<Object> fun(
- isolate_->global_object()->GetPropertyNoExceptionThrown(*function_name),
- isolate_);
- ASSERT(fun->IsJSFunction());
- bool caught_exception;
- Execution::TryCall(Handle<JSFunction>::cast(fun),
- Handle<JSObject>(Debug::debug_context()->global_object()),
- 0, NULL, &caught_exception);
-}
-
-
-void Debug::CreateScriptCache() {
- Heap* heap = isolate_->heap();
- HandleScope scope(isolate_);
-
- // 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. The second also sweeps precisely,
- // which saves us doing yet another GC to make the heap iterable.
- heap->CollectAllGarbage(Heap::kNoGCFlags, "Debug::CreateScriptCache");
- heap->CollectAllGarbage(Heap::kMakeHeapIterableMask,
- "Debug::CreateScriptCache");
-
- ASSERT(script_cache_ == NULL);
- script_cache_ = new ScriptCache();
-
- // Scan heap for Script objects.
- int count = 0;
- HeapIterator iterator(heap);
- AssertNoAllocation no_allocation;
-
- 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) {
- isolate_->factory()->NewFixedArray(0);
- }
-
- // Perform GC to get unreferenced scripts evicted from the cache before
- // returning the content.
- isolate_->heap()->CollectAllGarbage(Heap::kNoGCFlags,
- "Debug::GetLoadedScripts");
-
- // 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();
- }
-}
-
-
-Debugger::Debugger(Isolate* isolate)
- : debugger_access_(isolate->debugger_access()),
- event_listener_(Handle<Object>()),
- event_listener_data_(Handle<Object>()),
- compiling_natives_(false),
- is_loading_debugger_(false),
- live_edit_enabled_(true),
- never_unload_debugger_(false),
- force_debugger_active_(false),
- message_handler_(NULL),
- debugger_unload_pending_(false),
- host_dispatch_handler_(NULL),
- dispatch_handler_access_(OS::CreateMutex()),
- debug_message_dispatch_handler_(NULL),
- message_dispatch_helper_thread_(NULL),
- host_dispatch_micros_(100 * 1000),
- agent_(NULL),
- command_queue_(isolate->logger(), kQueueInitialSize),
- command_received_(OS::CreateSemaphore(0)),
- event_command_queue_(isolate->logger(), kQueueInitialSize),
- isolate_(isolate) {
-}
-
-
-Debugger::~Debugger() {
- delete dispatch_handler_access_;
- dispatch_handler_access_ = 0;
- delete command_received_;
- command_received_ = 0;
-}
-
-
-Handle<Object> Debugger::MakeJSObject(Vector<const char> constructor_name,
- int argc,
- Handle<Object> argv[],
- bool* caught_exception) {
- ASSERT(isolate_->context() == *isolate_->debug()->debug_context());
-
- // Create the execution state object.
- Handle<String> constructor_str =
- isolate_->factory()->InternalizeUtf8String(constructor_name);
- Handle<Object> constructor(
- isolate_->global_object()->GetPropertyNoExceptionThrown(*constructor_str),
- isolate_);
- ASSERT(constructor->IsJSFunction());
- if (!constructor->IsJSFunction()) {
- *caught_exception = true;
- return isolate_->factory()->undefined_value();
- }
- Handle<Object> js_object = Execution::TryCall(
- Handle<JSFunction>::cast(constructor),
- Handle<JSObject>(isolate_->debug()->debug_context()->global_object()),
- argc,
- argv,
- caught_exception);
- return js_object;
-}
-
-
-Handle<Object> Debugger::MakeExecutionState(bool* caught_exception) {
- // Create the execution state object.
- Handle<Object> break_id = isolate_->factory()->NewNumberFromInt(
- isolate_->debug()->break_id());
- Handle<Object> argv[] = { break_id };
- return MakeJSObject(CStrVector("MakeExecutionState"),
- ARRAY_SIZE(argv),
- 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.
- Handle<Object> argv[] = { exec_state, break_points_hit };
- return MakeJSObject(CStrVector("MakeBreakEvent"),
- ARRAY_SIZE(argv),
- argv,
- caught_exception);
-}
-
-
-Handle<Object> Debugger::MakeExceptionEvent(Handle<Object> exec_state,
- Handle<Object> exception,
- bool uncaught,
- bool* caught_exception) {
- Factory* factory = isolate_->factory();
- // Create the new exception event object.
- Handle<Object> argv[] = { exec_state,
- exception,
- factory->ToBoolean(uncaught) };
- return MakeJSObject(CStrVector("MakeExceptionEvent"),
- ARRAY_SIZE(argv),
- argv,
- caught_exception);
-}
-
-
-Handle<Object> Debugger::MakeNewFunctionEvent(Handle<Object> function,
- bool* caught_exception) {
- // Create the new function event object.
- Handle<Object> argv[] = { function };
- return MakeJSObject(CStrVector("MakeNewFunctionEvent"),
- ARRAY_SIZE(argv),
- argv,
- caught_exception);
-}
-
-
-Handle<Object> Debugger::MakeCompileEvent(Handle<Script> script,
- bool before,
- bool* caught_exception) {
- Factory* factory = isolate_->factory();
- // Create the compile event object.
- Handle<Object> exec_state = MakeExecutionState(caught_exception);
- Handle<Object> script_wrapper = GetScriptWrapper(script);
- Handle<Object> argv[] = { exec_state,
- script_wrapper,
- factory->ToBoolean(before) };
- return MakeJSObject(CStrVector("MakeCompileEvent"),
- ARRAY_SIZE(argv),
- 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), isolate_);
- Handle<Object> argv[] = { exec_state, id_object };
-
- return MakeJSObject(CStrVector("MakeScriptCollectedEvent"),
- ARRAY_SIZE(argv),
- argv,
- caught_exception);
-}
-
-
-void Debugger::OnException(Handle<Object> exception, bool uncaught) {
- HandleScope scope(isolate_);
- Debug* debug = isolate_->debug();
-
- // 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(isolate_);
-
- // Debugger has already been entered by caller.
- ASSERT(isolate_->context() == *isolate_->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(isolate_->context() == *isolate_->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(isolate_);
-
- // Bail out based on state or if there is no listener for this event
- if (isolate_->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,
- AfterCompileFlags after_compile_flags) {
- HandleScope scope(isolate_);
- Debug* debug = isolate_->debug();
-
- // 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<String> update_script_break_points_string =
- isolate_->factory()->InternalizeOneByteString(
- STATIC_ASCII_VECTOR("UpdateScriptBreakPoints"));
- Handle<Object> update_script_break_points =
- Handle<Object>(
- debug->debug_context()->global_object()->GetPropertyNoExceptionThrown(
- *update_script_break_points_string),
- isolate_);
- 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;
- Handle<Object> argv[] = { wrapper };
- Execution::TryCall(Handle<JSFunction>::cast(update_script_break_points),
- Isolate::Current()->js_builtins_object(),
- ARRAY_SIZE(argv),
- argv,
- &caught_exception);
- if (caught_exception) {
- return;
- }
- // Bail out based on state or if there is no listener for this event
- if (in_debugger && (after_compile_flags & SEND_WHEN_DEBUGGING) == 0) 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::OnScriptCollected(int id) {
- HandleScope scope(isolate_);
-
- // No more to do if not debugging.
- if (isolate_->debug()->InDebugger()) return;
- 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(isolate_);
-
- // Clear any pending debug break if this is a real break.
- if (!auto_continue) {
- isolate_->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. Don't call event listener for v8::Break
- // here, if it's only a debug command -- they will be processed later.
- if ((event != v8::Break || !auto_continue) && !event_listener_.is_null()) {
- CallEventCallback(event, exec_state, event_data, NULL);
- }
- // Process pending debug commands.
- if (event == v8::Break) {
- while (!event_command_queue_.IsEmpty()) {
- CommandMessage command = event_command_queue_.Get();
- if (!event_listener_.is_null()) {
- CallEventCallback(v8::BreakForCommand,
- exec_state,
- event_data,
- command.client_data());
- }
- command.Dispose();
- }
- }
-}
-
-
-void Debugger::CallEventCallback(v8::DebugEvent event,
- Handle<Object> exec_state,
- Handle<Object> event_data,
- v8::Debug::ClientData* client_data) {
- if (event_listener_->IsForeign()) {
- CallCEventCallback(event, exec_state, event_data, client_data);
- } else {
- CallJSEventCallback(event, exec_state, event_data);
- }
-}
-
-
-void Debugger::CallCEventCallback(v8::DebugEvent event,
- Handle<Object> exec_state,
- Handle<Object> event_data,
- v8::Debug::ClientData* client_data) {
- Handle<Foreign> callback_obj(Handle<Foreign>::cast(event_listener_));
- v8::Debug::EventCallback2 callback =
- FUNCTION_CAST<v8::Debug::EventCallback2>(
- callback_obj->foreign_address());
- EventDetailsImpl event_details(
- event,
- Handle<JSObject>::cast(exec_state),
- Handle<JSObject>::cast(event_data),
- event_listener_data_,
- client_data);
- callback(event_details);
-}
-
-
-void Debugger::CallJSEventCallback(v8::DebugEvent event,
- Handle<Object> exec_state,
- Handle<Object> event_data) {
- ASSERT(event_listener_->IsJSFunction());
- Handle<JSFunction> fun(Handle<JSFunction>::cast(event_listener_));
-
- // Invoke the JavaScript debug event listener.
- Handle<Object> argv[] = { Handle<Object>(Smi::FromInt(event), isolate_),
- exec_state,
- event_data,
- event_listener_data_ };
- bool caught_exception;
- Execution::TryCall(fun,
- isolate_->global_object(),
- ARRAY_SIZE(argv),
- argv,
- &caught_exception);
- // Silently ignore exceptions from debug event listeners.
-}
-
-
-Handle<Context> Debugger::GetDebugContext() {
- never_unload_debugger_ = true;
- EnterDebugger debugger;
- return isolate_->debug()->debug_context();
-}
-
-
-void Debugger::UnloadDebugger() {
- Debug* debug = isolate_->debug();
-
- // 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(isolate_);
-
- if (!isolate_->debug()->Load()) return;
-
- // Process the individual events.
- bool sendEventMessage = false;
- switch (event) {
- case v8::Break:
- case v8::BreakForCommand:
- 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(isolate_->debug()->InDebugger());
- isolate_->stack_guard()->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();
- isolate_->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
- // running 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(isolate_);
- GlobalHandles* global_handles = isolate_->global_handles();
-
- // Clear the global handles for the event listener and the event listener data
- // object.
- if (!event_listener_.is_null()) {
- global_handles->Destroy(
- reinterpret_cast<Object**>(event_listener_.location()));
- event_listener_ = Handle<Object>();
- }
- if (!event_listener_data_.is_null()) {
- global_handles->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(
- global_handles->Create(*callback));
- if (data.is_null()) {
- data = isolate_->factory()->undefined_value();
- }
- event_listener_data_ = Handle<Object>::cast(
- global_handles->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 (isolate_->debug()->InDebugger()) {
- ProcessCommand(Vector<const uint16_t>::empty());
- }
- }
-}
-
-
-void Debugger::ListenersChanged() {
- if (IsDebuggerActive()) {
- // Disable the compilation cache when the debugger is active.
- isolate_->compilation_cache()->Disable();
- debugger_unload_pending_ = false;
- } else {
- isolate_->compilation_cache()->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(isolate_);
- 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);
- isolate_->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 (!isolate_->debug()->InDebugger()) {
- isolate_->stack_guard()->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();
-}
-
-
-void Debugger::EnqueueDebugCommand(v8::Debug::ClientData* client_data) {
- CommandMessage message = CommandMessage::New(Vector<uint16_t>(), client_data);
- event_command_queue_.Put(message);
-
- // Set the debug command break flag to have the command processed.
- if (!isolate_->debug()->InDebugger()) {
- isolate_->stack_guard()->DebugCommand();
- }
-}
-
-
-bool Debugger::IsDebuggerActive() {
- ScopedLock with(debugger_access_);
-
- return message_handler_ != NULL ||
- !event_listener_.is_null() ||
- force_debugger_active_;
-}
-
-
-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()) {
- return isolate_->factory()->undefined_value();
- }
-
- // Create the execution state.
- bool caught_exception = false;
- Handle<Object> exec_state = MakeExecutionState(&caught_exception);
- if (caught_exception) {
- return isolate_->factory()->undefined_value();
- }
-
- Handle<Object> argv[] = { exec_state, data };
- Handle<Object> result = Execution::Call(
- fun,
- Handle<Object>(isolate_->debug()->debug_context_->global_proxy(),
- isolate_),
- ARRAY_SIZE(argv),
- 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) {
- ASSERT(Isolate::Current() == isolate_);
- 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()) {
- if (agent_ == NULL) {
- agent_ = new DebuggerAgent(name, port);
- agent_->Start();
- }
- return true;
- }
-
- return false;
-}
-
-
-void Debugger::StopAgent() {
- ASSERT(Isolate::Current() == isolate_);
- if (agent_ != NULL) {
- agent_->Shutdown();
- agent_->Join();
- delete agent_;
- agent_ = NULL;
- }
-}
-
-
-void Debugger::WaitForAgent() {
- ASSERT(Isolate::Current() == isolate_);
- 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();
- }
-}
-
-
-EnterDebugger::EnterDebugger()
- : isolate_(Isolate::Current()),
- prev_(isolate_->debug()->debugger_entry()),
- it_(isolate_),
- has_js_frames_(!it_.done()),
- save_(isolate_) {
- Debug* debug = isolate_->debug();
- ASSERT(prev_ != NULL || !debug->is_interrupt_pending(PREEMPT));
- ASSERT(prev_ != NULL || !debug->is_interrupt_pending(DEBUGBREAK));
-
- // Link recursive debugger entry.
- debug->set_debugger_entry(this);
-
- // Store the previous break id and frame id.
- break_id_ = debug->break_id();
- break_frame_id_ = debug->break_frame_id();
-
- // Create the new break info. If there is no JavaScript frames there is no
- // break frame id.
- if (has_js_frames_) {
- debug->NewBreak(it_.frame()->id());
- } else {
- debug->NewBreak(StackFrame::NO_ID);
- }
-
- // Make sure that debugger is loaded and enter the debugger context.
- load_failed_ = !debug->Load();
- if (!load_failed_) {
- // NOTE the member variable save which saves the previous context before
- // this change.
- isolate_->set_context(*debug->debug_context());
- }
-}
-
-
-EnterDebugger::~EnterDebugger() {
- ASSERT(Isolate::Current() == isolate_);
- Debug* debug = isolate_->debug();
-
- // Restore to the previous break state.
- debug->SetBreak(break_frame_id_, break_id_);
-
- // Check for leaving the debugger.
- if (!load_failed_ && prev_ == NULL) {
- // Clear mirror cache when leaving the debugger. Skip this if there is a
- // pending exception as clearing the mirror cache calls back into
- // JavaScript. This can happen if the v8::Debug::Call is used in which
- // case the exception should end up in the calling code.
- if (!isolate_->has_pending_exception()) {
- // Try to avoid any pending debug break breaking in the clear mirror
- // cache JavaScript code.
- if (isolate_->stack_guard()->IsDebugBreak()) {
- debug->set_interrupts_pending(DEBUGBREAK);
- isolate_->stack_guard()->Continue(DEBUGBREAK);
- }
- debug->ClearMirrorCache();
- }
-
- // Request preemption and debug break when leaving the last debugger entry
- // if any of these where recorded while debugging.
- if (debug->is_interrupt_pending(PREEMPT)) {
- // This re-scheduling of preemption is to avoid starvation in some
- // debugging scenarios.
- debug->clear_interrupt_pending(PREEMPT);
- isolate_->stack_guard()->Preempt();
- }
- if (debug->is_interrupt_pending(DEBUGBREAK)) {
- debug->clear_interrupt_pending(DEBUGBREAK);
- isolate_->stack_guard()->DebugBreak();
- }
-
- // If there are commands in the queue when leaving the debugger request
- // that these commands are processed.
- if (isolate_->debugger()->HasCommands()) {
- isolate_->stack_guard()->DebugCommand();
- }
-
- // If leaving the debugger with the debugger no longer active unload it.
- if (!isolate_->debugger()->IsDebuggerActive()) {
- isolate_->debugger()->UnloadDebugger();
- }
- }
-
- // Leaving this debugger entry.
- debug->set_debugger_entry(prev_);
-}
-
-
-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 {
- Isolate* isolate = Isolate::Current();
- v8::Handle<v8::Context> context = GetDebugEventContext(isolate);
- // Isolate::context() may be NULL when "script collected" event occures.
- ASSERT(!context.IsEmpty() || event_ == v8::ScriptCollected);
- return context;
-}
-
-
-v8::Debug::ClientData* MessageImpl::GetClientData() const {
- return client_data_;
-}
-
-
-EventDetailsImpl::EventDetailsImpl(DebugEvent event,
- Handle<JSObject> exec_state,
- Handle<JSObject> event_data,
- Handle<Object> callback_data,
- v8::Debug::ClientData* client_data)
- : event_(event),
- exec_state_(exec_state),
- event_data_(event_data),
- callback_data_(callback_data),
- client_data_(client_data) {}
-
-
-DebugEvent EventDetailsImpl::GetEvent() const {
- return event_;
-}
-
-
-v8::Handle<v8::Object> EventDetailsImpl::GetExecutionState() const {
- return v8::Utils::ToLocal(exec_state_);
-}
-
-
-v8::Handle<v8::Object> EventDetailsImpl::GetEventData() const {
- return v8::Utils::ToLocal(event_data_);
-}
-
-
-v8::Handle<v8::Context> EventDetailsImpl::GetEventContext() const {
- return GetDebugEventContext(Isolate::Current());
-}
-
-
-v8::Handle<v8::Value> EventDetailsImpl::GetCallbackData() const {
- return v8::Utils::ToLocal(callback_data_);
-}
-
-
-v8::Debug::ClientData* EventDetailsImpl::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(Logger* logger, int size)
- : logger_(logger), 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(Isolate* isolate)
- : Thread("v8:MsgDispHelpr"),
- 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() {
- Isolate* isolate = Isolate::Current();
- while (true) {
- sem_->Wait();
- {
- ScopedLock lock(mutex_);
- already_signalled_ = false;
- }
- {
- Locker locker(reinterpret_cast<v8::Isolate*>(isolate));
- isolate->debugger()->CallMessageDispatchHandler();
- }
- }
-}
-
-#endif // ENABLE_DEBUGGER_SUPPORT
-
-} } // namespace v8::internal