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+// Copyright 2006-2008 the V8 project authors. All rights reserved.
+// Redistribution and use in source and binary forms, with or without
+// modification, are permitted provided that the following conditions are
+// met:
+//
+// * Redistributions of source code must retain the above copyright
+// notice, this list of conditions and the following disclaimer.
+// * Redistributions in binary form must reproduce the above
+// copyright notice, this list of conditions and the following
+// disclaimer in the documentation and/or other materials provided
+// with the distribution.
+// * Neither the name of Google Inc. nor the names of its
+// contributors may be used to endorse or promote products derived
+// from this software without specific prior written permission.
+//
+// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+#include "v8.h"
+
+#include "api.h"
+#include "arguments.h"
+#include "bootstrapper.h"
+#include "code-stubs.h"
+#include "compiler.h"
+#include "debug.h"
+#include "execution.h"
+#include "global-handles.h"
+#include "natives.h"
+#include "stub-cache.h"
+#include "log.h"
+
+namespace v8 { namespace internal {
+
+static void PrintLn(v8::Local<v8::Value> value) {
+ v8::Local<v8::String> s = value->ToString();
+ char* data = NewArray<char>(s->Length() + 1);
+ if (data == NULL) {
+ V8::FatalProcessOutOfMemory("PrintLn");
+ return;
+ }
+ s->WriteAscii(data);
+ PrintF("%s\n", data);
+ DeleteArray(data);
+}
+
+
+static Handle<Code> ComputeCallDebugBreak(int argc) {
+ CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugBreak(argc), Code);
+}
+
+
+static Handle<Code> ComputeCallDebugPrepareStepIn(int argc) {
+ CALL_HEAP_FUNCTION(StubCache::ComputeCallDebugPrepareStepIn(argc), Code);
+}
+
+
+BreakLocationIterator::BreakLocationIterator(Handle<DebugInfo> debug_info,
+ BreakLocatorType type) {
+ debug_info_ = debug_info;
+ type_ = type;
+ reloc_iterator_ = NULL;
+ reloc_iterator_original_ = NULL;
+ Reset(); // Initialize the rest of the member variables.
+}
+
+
+BreakLocationIterator::~BreakLocationIterator() {
+ ASSERT(reloc_iterator_ != NULL);
+ ASSERT(reloc_iterator_original_ != NULL);
+ delete reloc_iterator_;
+ delete reloc_iterator_original_;
+}
+
+
+void BreakLocationIterator::Next() {
+ AssertNoAllocation nogc;
+ ASSERT(!RinfoDone());
+
+ // Iterate through reloc info for code and original code stopping at each
+ // breakable code target.
+ bool first = break_point_ == -1;
+ while (!RinfoDone()) {
+ if (!first) RinfoNext();
+ first = false;
+ if (RinfoDone()) return;
+
+ // Whenever a statement position or (plain) position is passed update the
+ // current value of these.
+ if (RelocInfo::IsPosition(rmode())) {
+ if (RelocInfo::IsStatementPosition(rmode())) {
+ statement_position_ =
+ rinfo()->data() - debug_info_->shared()->start_position();
+ }
+ // Always update the position as we don't want that to be before the
+ // statement position.
+ position_ = rinfo()->data() - debug_info_->shared()->start_position();
+ ASSERT(position_ >= 0);
+ ASSERT(statement_position_ >= 0);
+ }
+
+ // Check for breakable code target. Look in the original code as setting
+ // break points can cause the code targets in the running (debugged) code to
+ // be of a different kind than in the original code.
+ if (RelocInfo::IsCodeTarget(rmode())) {
+ Address target = original_rinfo()->target_address();
+ Code* code = Code::GetCodeFromTargetAddress(target);
+ if (code->is_inline_cache_stub() || RelocInfo::IsConstructCall(rmode())) {
+ break_point_++;
+ return;
+ }
+ if (code->kind() == Code::STUB) {
+ if (type_ == ALL_BREAK_LOCATIONS) {
+ if (Debug::IsBreakStub(code)) {
+ break_point_++;
+ return;
+ }
+ } else {
+ ASSERT(type_ == SOURCE_BREAK_LOCATIONS);
+ if (Debug::IsSourceBreakStub(code)) {
+ break_point_++;
+ return;
+ }
+ }
+ }
+ }
+
+ // Check for break at return.
+ if (RelocInfo::IsJSReturn(rmode())) {
+ // Set the positions to the end of the function.
+ if (debug_info_->shared()->HasSourceCode()) {
+ position_ = debug_info_->shared()->end_position() -
+ debug_info_->shared()->start_position();
+ } else {
+ position_ = 0;
+ }
+ statement_position_ = position_;
+ break_point_++;
+ return;
+ }
+ }
+}
+
+
+void BreakLocationIterator::Next(int count) {
+ while (count > 0) {
+ Next();
+ count--;
+ }
+}
+
+
+// Find the break point closest to the supplied address.
+void BreakLocationIterator::FindBreakLocationFromAddress(Address pc) {
+ // Run through all break points to locate the one closest to the address.
+ int closest_break_point = 0;
+ int distance = kMaxInt;
+ while (!Done()) {
+ // Check if this break point is closer that what was previously found.
+ if (this->pc() < pc && pc - this->pc() < distance) {
+ closest_break_point = break_point();
+ distance = pc - this->pc();
+ // Check whether we can't get any closer.
+ if (distance == 0) break;
+ }
+ Next();
+ }
+
+ // Move to the break point found.
+ Reset();
+ Next(closest_break_point);
+}
+
+
+// Find the break point closest to the supplied source position.
+void BreakLocationIterator::FindBreakLocationFromPosition(int position) {
+ // Run through all break points to locate the one closest to the source
+ // position.
+ int closest_break_point = 0;
+ int distance = kMaxInt;
+ while (!Done()) {
+ // Check if this break point is closer that what was previously found.
+ if (position <= statement_position() &&
+ statement_position() - position < distance) {
+ closest_break_point = break_point();
+ distance = statement_position() - position;
+ // Check whether we can't get any closer.
+ if (distance == 0) break;
+ }
+ Next();
+ }
+
+ // Move to the break point found.
+ Reset();
+ Next(closest_break_point);
+}
+
+
+void BreakLocationIterator::Reset() {
+ // Create relocation iterators for the two code objects.
+ if (reloc_iterator_ != NULL) delete reloc_iterator_;
+ if (reloc_iterator_original_ != NULL) delete reloc_iterator_original_;
+ reloc_iterator_ = new RelocIterator(debug_info_->code());
+ reloc_iterator_original_ = new RelocIterator(debug_info_->original_code());
+
+ // Position at the first break point.
+ break_point_ = -1;
+ position_ = 1;
+ statement_position_ = 1;
+ Next();
+}
+
+
+bool BreakLocationIterator::Done() const {
+ return RinfoDone();
+}
+
+
+void BreakLocationIterator::SetBreakPoint(Handle<Object> break_point_object) {
+ // If there is not already a real break point here patch code with debug
+ // break.
+ if (!HasBreakPoint()) {
+ SetDebugBreak();
+ }
+ ASSERT(IsDebugBreak());
+ // 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() {
+ // 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() {
+ // 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() {
+ // If there is already a break point here just return. This might happen if
+ // the same code is flooded with break points twice. Flooding the same
+ // function twice might happen when stepping in a function with an exception
+ // handler as the handler and the function is the same.
+ if (IsDebugBreak()) {
+ return;
+ }
+
+ if (RelocInfo::IsJSReturn(rmode())) {
+ // Patch the frame exit code with a break point.
+ SetDebugBreakAtReturn();
+ } else {
+ // Patch the 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());
+
+ // 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(rinfo()));
+ rinfo()->set_target_address(dbgbrk_code->entry());
+ }
+ ASSERT(IsDebugBreak());
+}
+
+
+void BreakLocationIterator::ClearDebugBreak() {
+ if (RelocInfo::IsJSReturn(rmode())) {
+ // Restore the frame exit code.
+ ClearDebugBreakAtReturn();
+ } else {
+ // Patch the code to the original invoke.
+ rinfo()->set_target_address(original_rinfo()->target_address());
+ }
+ ASSERT(!IsDebugBreak());
+}
+
+
+void BreakLocationIterator::PrepareStepIn() {
+ HandleScope scope;
+
+ // Step in can only be prepared if currently positioned on an IC call or
+ // construct call.
+ Address target = rinfo()->target_address();
+ Code* code = Code::GetCodeFromTargetAddress(target);
+ if (code->is_call_stub()) {
+ // Step in through IC call is handled by the runtime system. Therefore make
+ // sure that the any current IC is cleared and the runtime system is
+ // called. If the executing code has a debug break at the location change
+ // the call in the original code as it is the code there that will be
+ // executed in place of the debug break call.
+ Handle<Code> stub = ComputeCallDebugPrepareStepIn(code->arguments_count());
+ if (IsDebugBreak()) {
+ original_rinfo()->set_target_address(stub->entry());
+ } else {
+ rinfo()->set_target_address(stub->entry());
+ }
+ } else {
+ // Step in through constructs call requires no changes to the running code.
+ ASSERT(RelocInfo::IsConstructCall(rmode()));
+ }
+}
+
+
+// Check whether the break point is at a position which will exit the function.
+bool BreakLocationIterator::IsExit() const {
+ return (RelocInfo::IsJSReturn(rmode()));
+}
+
+
+bool BreakLocationIterator::HasBreakPoint() {
+ return debug_info_->HasBreakPoint(code_position());
+}
+
+
+// Check whether there is a debug break at the current position.
+bool BreakLocationIterator::IsDebugBreak() {
+ if (RelocInfo::IsJSReturn(rmode())) {
+ return IsDebugBreakAtReturn();
+ } else {
+ return Debug::IsDebugBreak(rinfo()->target_address());
+ }
+}
+
+
+Object* BreakLocationIterator::BreakPointObjects() {
+ return debug_info_->GetBreakPointObjects(code_position());
+}
+
+
+// Clear out all the debug break code. This is ONLY supposed to be used when
+// shutting down the debugger as it will leave the break point information in
+// DebugInfo even though the code is patched back to the non break point state.
+void BreakLocationIterator::ClearAllDebugBreak() {
+ while (!Done()) {
+ ClearDebugBreak();
+ Next();
+ }
+}
+
+
+bool BreakLocationIterator::RinfoDone() const {
+ ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
+ return reloc_iterator_->done();
+}
+
+
+void BreakLocationIterator::RinfoNext() {
+ reloc_iterator_->next();
+ reloc_iterator_original_->next();
+#ifdef DEBUG
+ ASSERT(reloc_iterator_->done() == reloc_iterator_original_->done());
+ if (!reloc_iterator_->done()) {
+ ASSERT(rmode() == original_rmode());
+ }
+#endif
+}
+
+
+bool Debug::has_break_points_ = false;
+DebugInfoListNode* Debug::debug_info_list_ = NULL;
+
+
+// Threading support.
+void Debug::ThreadInit() {
+ thread_local_.break_count_ = 0;
+ thread_local_.break_id_ = 0;
+ thread_local_.break_frame_id_ = StackFrame::NO_ID;
+ thread_local_.last_step_action_ = StepNone;
+ thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
+ thread_local_.step_count_ = 0;
+ thread_local_.last_fp_ = 0;
+ thread_local_.step_into_fp_ = 0;
+ thread_local_.after_break_target_ = 0;
+ thread_local_.debugger_entry_ = NULL;
+ thread_local_.preemption_pending_ = false;
+}
+
+
+JSCallerSavedBuffer Debug::registers_;
+Debug::ThreadLocal Debug::thread_local_;
+
+
+char* Debug::ArchiveDebug(char* storage) {
+ char* to = storage;
+ memcpy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal));
+ to += sizeof(ThreadLocal);
+ memcpy(to, reinterpret_cast<char*>(&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(registers_);
+}
+
+
+// Default break enabled.
+bool Debug::disable_break_ = false;
+
+// Default call debugger on uncaught exception.
+bool Debug::break_on_exception_ = false;
+bool Debug::break_on_uncaught_exception_ = true;
+
+Handle<Context> Debug::debug_context_ = Handle<Context>();
+Code* Debug::debug_break_return_entry_ = NULL;
+Code* Debug::debug_break_return_ = NULL;
+
+
+void Debug::HandleWeakDebugInfo(v8::Persistent<v8::Value> obj, void* data) {
+ DebugInfoListNode* node = reinterpret_cast<DebugInfoListNode*>(data);
+ RemoveDebugInfo(node->debug_info());
+#ifdef DEBUG
+ node = Debug::debug_info_list_;
+ while (node != NULL) {
+ ASSERT(node != reinterpret_cast<DebugInfoListNode*>(data));
+ node = node->next();
+ }
+#endif
+}
+
+
+DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) {
+ // Globalize the request debug info object and make it weak.
+ debug_info_ = Handle<DebugInfo>::cast((GlobalHandles::Create(debug_info)));
+ GlobalHandles::MakeWeak(reinterpret_cast<Object**>(debug_info_.location()),
+ this, Debug::HandleWeakDebugInfo);
+}
+
+
+DebugInfoListNode::~DebugInfoListNode() {
+ GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_info_.location()));
+}
+
+
+void Debug::Setup(bool create_heap_objects) {
+ ThreadInit();
+ if (create_heap_objects) {
+ // Get code to handle entry to debug break on return.
+ debug_break_return_entry_ =
+ Builtins::builtin(Builtins::Return_DebugBreakEntry);
+ ASSERT(debug_break_return_entry_->IsCode());
+
+ // Get code to handle debug break on return.
+ debug_break_return_ =
+ Builtins::builtin(Builtins::Return_DebugBreak);
+ ASSERT(debug_break_return_->IsCode());
+ }
+}
+
+
+bool Debug::CompileDebuggerScript(int index) {
+ HandleScope scope;
+
+ // Bail out if the index is invalid.
+ if (index == -1) {
+ return false;
+ }
+
+ // Find source and name for the requested script.
+ Handle<String> source_code = Bootstrapper::NativesSourceLookup(index);
+ Vector<const char> name = Natives::GetScriptName(index);
+ Handle<String> script_name = Factory::NewStringFromAscii(name);
+
+ // Compile the script.
+ bool allow_natives_syntax = FLAG_allow_natives_syntax;
+ FLAG_allow_natives_syntax = true;
+ Handle<JSFunction> boilerplate;
+ boilerplate = Compiler::Compile(source_code, script_name, 0, 0, NULL, NULL);
+ FLAG_allow_natives_syntax = allow_natives_syntax;
+
+ // Silently ignore stack overflows during compilation.
+ if (boilerplate.is_null()) {
+ ASSERT(Top::has_pending_exception());
+ Top::clear_pending_exception();
+ return false;
+ }
+
+ // Execute the boilerplate function in the debugger context.
+ Handle<Context> context = Top::global_context();
+ bool caught_exception = false;
+ Handle<JSFunction> function =
+ Factory::NewFunctionFromBoilerplate(boilerplate, context);
+ Handle<Object> result =
+ Execution::TryCall(function, Handle<Object>(context->global()),
+ 0, NULL, &caught_exception);
+
+ // Check for caught exceptions.
+ if (caught_exception) {
+ Handle<Object> message = MessageHandler::MakeMessageObject(
+ "error_loading_debugger", NULL, HandleVector<Object>(&result, 1),
+ Handle<String>());
+ MessageHandler::ReportMessage(NULL, message);
+ 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;
+
+ // Bail out if we're already in the process of compiling the native
+ // JavaScript source code for the debugger.
+ if (Debugger::compiling_natives() || Debugger::is_loading_debugger())
+ return false;
+ Debugger::set_loading_debugger(true);
+
+ // Disable breakpoints and interrupts while compiling and running the
+ // debugger scripts including the context creation code.
+ DisableBreak disable(true);
+ PostponeInterruptsScope postpone;
+
+ // Create the debugger context.
+ HandleScope scope;
+ Handle<Context> context =
+ Bootstrapper::CreateEnvironment(Handle<Object>::null(),
+ v8::Handle<ObjectTemplate>(),
+ NULL);
+
+ // Use the debugger context.
+ SaveContext save;
+ Top::set_context(*context);
+
+ // Expose the builtins object in the debugger context.
+ Handle<String> key = Factory::LookupAsciiSymbol("builtins");
+ Handle<GlobalObject> global = Handle<GlobalObject>(context->global());
+ SetProperty(global, key, Handle<Object>(global->builtins()), NONE);
+
+ // Compile the JavaScript for the debugger in the debugger context.
+ Debugger::set_compiling_natives(true);
+ bool caught_exception =
+ !CompileDebuggerScript(Natives::GetIndex("mirror")) ||
+ !CompileDebuggerScript(Natives::GetIndex("debug"));
+ Debugger::set_compiling_natives(false);
+
+ // Make sure we mark the debugger as not loading before we might
+ // return.
+ Debugger::set_loading_debugger(false);
+
+ // Check for caught exceptions.
+ if (caught_exception) return false;
+
+ // Debugger loaded.
+ debug_context_ = Handle<Context>::cast(GlobalHandles::Create(*context));
+ return true;
+}
+
+
+void Debug::Unload() {
+ // Return debugger is not loaded.
+ if (!IsLoaded()) {
+ return;
+ }
+
+ // Clear debugger context global handle.
+ GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_context_.location()));
+ debug_context_ = Handle<Context>();
+}
+
+
+// Set the flag indicating that preemption happened during debugging.
+void Debug::PreemptionWhileInDebugger() {
+ ASSERT(InDebugger());
+ Debug::set_preemption_pending(true);
+}
+
+
+void Debug::Iterate(ObjectVisitor* v) {
+ v->VisitPointer(bit_cast<Object**, Code**>(&(debug_break_return_entry_)));
+ v->VisitPointer(bit_cast<Object**, Code**>(&(debug_break_return_)));
+}
+
+
+Object* Debug::Break(Arguments args) {
+ HandleScope scope;
+ ASSERT(args.length() == 0);
+
+ // Get the top-most JavaScript frame.
+ JavaScriptFrameIterator it;
+ JavaScriptFrame* frame = it.frame();
+
+ // Just continue if breaks are disabled or debugger cannot be loaded.
+ if (disable_break() || !Load()) {
+ SetAfterBreakTarget(frame);
+ return Heap::undefined_value();
+ }
+
+ // Enter the debugger.
+ EnterDebugger debugger;
+ if (debugger.FailedToEnter()) {
+ return Heap::undefined_value();
+ }
+
+ // Postpone interrupt during breakpoint processing.
+ PostponeInterruptsScope postpone;
+
+ // Get the debug info (create it if it does not exist).
+ Handle<SharedFunctionInfo> shared =
+ Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared());
+ Handle<DebugInfo> debug_info = GetDebugInfo(shared);
+
+ // Find the break point where execution has stopped.
+ BreakLocationIterator break_location_iterator(debug_info,
+ ALL_BREAK_LOCATIONS);
+ break_location_iterator.FindBreakLocationFromAddress(frame->pc());
+
+ // Check whether step next reached a new statement.
+ if (!StepNextContinue(&break_location_iterator, frame)) {
+ // Decrease steps left if performing multiple steps.
+ if (thread_local_.step_count_ > 0) {
+ thread_local_.step_count_--;
+ }
+ }
+
+ // If there is one or more real break points check whether any of these are
+ // triggered.
+ Handle<Object> break_points_hit(Heap::undefined_value());
+ if (break_location_iterator.HasBreakPoint()) {
+ Handle<Object> break_point_objects =
+ Handle<Object>(break_location_iterator.BreakPointObjects());
+ break_points_hit = CheckBreakPoints(break_point_objects);
+ }
+
+ // Notify debugger if a real break point is triggered or if performing single
+ // stepping with no more steps to perform. Otherwise do another step.
+ if (!break_points_hit->IsUndefined() ||
+ (thread_local_.last_step_action_ != StepNone &&
+ thread_local_.step_count_ == 0)) {
+ // Clear all current stepping setup.
+ ClearStepping();
+
+ // Notify the debug event listeners.
+ Debugger::OnDebugBreak(break_points_hit, false);
+ } else if (thread_local_.last_step_action_ != StepNone) {
+ // Hold on to last step action as it is cleared by the call to
+ // ClearStepping.
+ StepAction step_action = thread_local_.last_step_action_;
+ int step_count = thread_local_.step_count_;
+
+ // Clear all current stepping setup.
+ ClearStepping();
+
+ // Set up for the remaining steps.
+ PrepareStep(step_action, step_count);
+ }
+
+ // Install jump to the call address which was overwritten.
+ SetAfterBreakTarget(frame);
+
+ return Heap::undefined_value();
+}
+
+
+// Check the break point objects for whether one or more are actually
+// triggered. This function returns a JSArray with the break point objects
+// which is triggered.
+Handle<Object> Debug::CheckBreakPoints(Handle<Object> break_point_objects) {
+ int break_points_hit_count = 0;
+ Handle<JSArray> break_points_hit = Factory::NewJSArray(1);
+
+ // If there are multiple break points they are in a FixedArray.
+ ASSERT(!break_point_objects->IsUndefined());
+ if (break_point_objects->IsFixedArray()) {
+ Handle<FixedArray> array(FixedArray::cast(*break_point_objects));
+ for (int i = 0; i < array->length(); i++) {
+ Handle<Object> o(array->get(i));
+ if (CheckBreakPoint(o)) {
+ break_points_hit->SetElement(break_points_hit_count++, *o);
+ }
+ }
+ } else {
+ if (CheckBreakPoint(break_point_objects)) {
+ break_points_hit->SetElement(break_points_hit_count++,
+ *break_point_objects);
+ }
+ }
+
+ // Return undefined if no break points where triggered.
+ if (break_points_hit_count == 0) {
+ return Factory::undefined_value();
+ }
+ return break_points_hit;
+}
+
+
+// Check whether a single break point object is triggered.
+bool Debug::CheckBreakPoint(Handle<Object> break_point_object) {
+ HandleScope scope;
+
+ // Ignore check if break point object is not a JSObject.
+ if (!break_point_object->IsJSObject()) return true;
+
+ // Get the function CheckBreakPoint (defined in debug.js).
+ Handle<JSFunction> check_break_point =
+ Handle<JSFunction>(JSFunction::cast(
+ debug_context()->global()->GetProperty(
+ *Factory::LookupAsciiSymbol("IsBreakPointTriggered"))));
+
+ // Get the break id as an object.
+ Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id());
+
+ // Call HandleBreakPointx.
+ bool caught_exception = false;
+ const int argc = 2;
+ Object** argv[argc] = {
+ break_id.location(),
+ reinterpret_cast<Object**>(break_point_object.location())
+ };
+ Handle<Object> result = Execution::TryCall(check_break_point,
+ Top::builtins(), argc, argv,
+ &caught_exception);
+
+ // If exception or non boolean result handle as not triggered
+ if (caught_exception || !result->IsBoolean()) {
+ return false;
+ }
+
+ // Return whether the break point is triggered.
+ return *result == Heap::true_value();
+}
+
+
+// Check whether the function has debug information.
+bool Debug::HasDebugInfo(Handle<SharedFunctionInfo> shared) {
+ return !shared->debug_info()->IsUndefined();
+}
+
+
+// Return the debug info for this function. EnsureDebugInfo must be called
+// prior to ensure the debug info has been generated for shared.
+Handle<DebugInfo> Debug::GetDebugInfo(Handle<SharedFunctionInfo> shared) {
+ ASSERT(HasDebugInfo(shared));
+ return Handle<DebugInfo>(DebugInfo::cast(shared->debug_info()));
+}
+
+
+void Debug::SetBreakPoint(Handle<SharedFunctionInfo> shared,
+ int source_position,
+ Handle<Object> break_point_object) {
+ HandleScope scope;
+
+ if (!EnsureDebugInfo(shared)) {
+ // Return if retrieving debug info failed.
+ return;
+ }
+
+ Handle<DebugInfo> debug_info = GetDebugInfo(shared);
+ // Source positions starts with zero.
+ ASSERT(source_position >= 0);
+
+ // Find the break point and change it.
+ BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
+ it.FindBreakLocationFromPosition(source_position);
+ it.SetBreakPoint(break_point_object);
+
+ // At least one active break point now.
+ ASSERT(debug_info->GetBreakPointCount() > 0);
+}
+
+
+void Debug::ClearBreakPoint(Handle<Object> break_point_object) {
+ HandleScope scope;
+
+ DebugInfoListNode* node = debug_info_list_;
+ while (node != NULL) {
+ Object* result = DebugInfo::FindBreakPointInfo(node->debug_info(),
+ break_point_object);
+ if (!result->IsUndefined()) {
+ // Get information in the break point.
+ BreakPointInfo* break_point_info = BreakPointInfo::cast(result);
+ Handle<DebugInfo> debug_info = node->debug_info();
+ Handle<SharedFunctionInfo> shared(debug_info->shared());
+ int source_position = break_point_info->statement_position()->value();
+
+ // Source positions starts with zero.
+ ASSERT(source_position >= 0);
+
+ // Find the break point and clear it.
+ BreakLocationIterator it(debug_info, SOURCE_BREAK_LOCATIONS);
+ it.FindBreakLocationFromPosition(source_position);
+ it.ClearBreakPoint(break_point_object);
+
+ // If there are no more break points left remove the debug info for this
+ // function.
+ if (debug_info->GetBreakPointCount() == 0) {
+ RemoveDebugInfo(debug_info);
+ }
+
+ return;
+ }
+ node = node->next();
+ }
+}
+
+
+void Debug::ClearAllBreakPoints() {
+ DebugInfoListNode* node = debug_info_list_;
+ while (node != NULL) {
+ // Remove all debug break code.
+ BreakLocationIterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
+ it.ClearAllDebugBreak();
+ node = node->next();
+ }
+
+ // Remove all debug info.
+ while (debug_info_list_ != NULL) {
+ RemoveDebugInfo(debug_info_list_->debug_info());
+ }
+}
+
+
+void Debug::FloodWithOneShot(Handle<SharedFunctionInfo> shared) {
+ // Make sure the function has setup the debug info.
+ if (!EnsureDebugInfo(shared)) {
+ // Return if we failed to retrieve the debug info.
+ return;
+ }
+
+ // Flood the function with break points.
+ BreakLocationIterator it(GetDebugInfo(shared), ALL_BREAK_LOCATIONS);
+ while (!it.Done()) {
+ it.SetOneShot();
+ it.Next();
+ }
+}
+
+
+void Debug::FloodHandlerWithOneShot() {
+ // Iterate through the JavaScript stack looking for handlers.
+ StackFrame::Id id = break_frame_id();
+ if (id == StackFrame::NO_ID) {
+ // If there is no JavaScript stack don't do anything.
+ return;
+ }
+ for (JavaScriptFrameIterator it(id); !it.done(); it.Advance()) {
+ JavaScriptFrame* frame = it.frame();
+ if (frame->HasHandler()) {
+ Handle<SharedFunctionInfo> shared =
+ Handle<SharedFunctionInfo>(
+ JSFunction::cast(frame->function())->shared());
+ // Flood the function with the catch block with break points
+ FloodWithOneShot(shared);
+ return;
+ }
+ }
+}
+
+
+void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) {
+ if (type == BreakUncaughtException) {
+ break_on_uncaught_exception_ = enable;
+ } else {
+ break_on_exception_ = enable;
+ }
+}
+
+
+void Debug::PrepareStep(StepAction step_action, int step_count) {
+ HandleScope scope;
+ ASSERT(Debug::InDebugger());
+
+ // Remember this step action and count.
+ thread_local_.last_step_action_ = step_action;
+ thread_local_.step_count_ = step_count;
+
+ // Get the frame where the execution has stopped and skip the debug frame if
+ // any. The debug frame will only be present if execution was stopped due to
+ // hitting a break point. In other situations (e.g. unhandled exception) the
+ // debug frame is not present.
+ StackFrame::Id id = break_frame_id();
+ if (id == StackFrame::NO_ID) {
+ // If there is no JavaScript stack don't do anything.
+ return;
+ }
+ JavaScriptFrameIterator frames_it(id);
+ JavaScriptFrame* frame = frames_it.frame();
+
+ // First of all ensure there is one-shot break points in the top handler
+ // if any.
+ FloodHandlerWithOneShot();
+
+ // If the function on the top frame is unresolved perform step out. This will
+ // be the case when calling unknown functions and having the debugger stopped
+ // in an unhandled exception.
+ if (!frame->function()->IsJSFunction()) {
+ // Step out: Find the calling JavaScript frame and flood it with
+ // breakpoints.
+ frames_it.Advance();
+ // Fill the function to return to with one-shot break points.
+ JSFunction* function = JSFunction::cast(frames_it.frame()->function());
+ FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared()));
+ return;
+ }
+
+ // Get the debug info (create it if it does not exist).
+ Handle<SharedFunctionInfo> shared =
+ Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared());
+ if (!EnsureDebugInfo(shared)) {
+ // Return if ensuring debug info failed.
+ return;
+ }
+ Handle<DebugInfo> debug_info = GetDebugInfo(shared);
+
+ // Find the break location where execution has stopped.
+ BreakLocationIterator it(debug_info, ALL_BREAK_LOCATIONS);
+ it.FindBreakLocationFromAddress(frame->pc());
+
+ // Compute whether or not the target is a call target.
+ bool is_call_target = false;
+ if (RelocInfo::IsCodeTarget(it.rinfo()->rmode())) {
+ Address target = it.rinfo()->target_address();
+ Code* code = Code::GetCodeFromTargetAddress(target);
+ if (code->is_call_stub()) is_call_target = true;
+ }
+
+ // If this is the last break code target step out is the only possibility.
+ if (it.IsExit() || step_action == StepOut) {
+ // Step out: If there is a JavaScript caller frame, we need to
+ // flood it with breakpoints.
+ frames_it.Advance();
+ if (!frames_it.done()) {
+ // Fill the function to return to with one-shot break points.
+ JSFunction* function = JSFunction::cast(frames_it.frame()->function());
+ FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared()));
+ }
+ } else if (!(is_call_target || RelocInfo::IsConstructCall(it.rmode())) ||
+ step_action == StepNext || step_action == StepMin) {
+ // Step next or step min.
+
+ // Fill the current function with one-shot break points.
+ FloodWithOneShot(shared);
+
+ // Remember source position and frame to handle step next.
+ thread_local_.last_statement_position_ =
+ debug_info->code()->SourceStatementPosition(frame->pc());
+ thread_local_.last_fp_ = frame->fp();
+ } else {
+ // 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.
+ FloodWithOneShot(shared);
+
+ // Step in or Step in min
+ it.PrepareStepIn();
+ ActivateStepIn(frame);
+ }
+}
+
+
+// Check whether the current debug break should be reported to the debugger. It
+// is used to have step next and step in only report break back to the debugger
+// if on a different frame or in a different statement. In some situations
+// there will be several break points in the same statement when the code is
+// flooded with one-shot break points. This function helps to perform several
+// steps before reporting break back to the debugger.
+bool Debug::StepNextContinue(BreakLocationIterator* break_location_iterator,
+ JavaScriptFrame* frame) {
+ // If the step last action was step next or step in make sure that a new
+ // statement is hit.
+ if (thread_local_.last_step_action_ == StepNext ||
+ thread_local_.last_step_action_ == StepIn) {
+ // Never continue if returning from function.
+ if (break_location_iterator->IsExit()) return false;
+
+ // Continue if we are still on the same frame and in the same statement.
+ int current_statement_position =
+ break_location_iterator->code()->SourceStatementPosition(frame->pc());
+ return thread_local_.last_fp_ == frame->fp() &&
+ thread_local_.last_statement_position_ == current_statement_position;
+ }
+
+ // No step next action - don't continue.
+ return false;
+}
+
+
+// Check whether the code object at the specified address is a debug break code
+// object.
+bool Debug::IsDebugBreak(Address addr) {
+ Code* code = Code::GetCodeFromTargetAddress(addr);
+ return code->ic_state() == DEBUG_BREAK;
+}
+
+
+// Check whether a code stub with the specified major key is a possible break
+// point location when looking for source break locations.
+bool Debug::IsSourceBreakStub(Code* code) {
+ CodeStub::Major major_key = code->major_key();
+ return major_key == CodeStub::CallFunction;
+}
+
+
+// Check whether a code stub with the specified major key is a possible break
+// location.
+bool Debug::IsBreakStub(Code* code) {
+ CodeStub::Major major_key = code->major_key();
+ return major_key == CodeStub::CallFunction ||
+ major_key == CodeStub::StackCheck;
+}
+
+
+// Find the builtin to use for invoking the debug break
+Handle<Code> Debug::FindDebugBreak(RelocInfo* rinfo) {
+ // Find the builtin debug break function matching the calling convention
+ // used by the call site.
+ RelocInfo::Mode mode = rinfo->rmode();
+
+ if (RelocInfo::IsCodeTarget(mode)) {
+ Address target = rinfo->target_address();
+ Code* code = Code::GetCodeFromTargetAddress(target);
+ if (code->is_inline_cache_stub()) {
+ if (code->is_call_stub()) {
+ return ComputeCallDebugBreak(code->arguments_count());
+ }
+ if (code->is_load_stub()) {
+ return Handle<Code>(Builtins::builtin(Builtins::LoadIC_DebugBreak));
+ }
+ if (code->is_store_stub()) {
+ return Handle<Code>(Builtins::builtin(Builtins::StoreIC_DebugBreak));
+ }
+ if (code->is_keyed_load_stub()) {
+ Handle<Code> result =
+ Handle<Code>(Builtins::builtin(Builtins::KeyedLoadIC_DebugBreak));
+ return result;
+ }
+ if (code->is_keyed_store_stub()) {
+ Handle<Code> result =
+ Handle<Code>(Builtins::builtin(Builtins::KeyedStoreIC_DebugBreak));
+ return result;
+ }
+ }
+ if (RelocInfo::IsConstructCall(mode)) {
+ Handle<Code> result =
+ Handle<Code>(Builtins::builtin(Builtins::ConstructCall_DebugBreak));
+ return result;
+ }
+ if (code->kind() == Code::STUB) {
+ ASSERT(code->major_key() == CodeStub::CallFunction ||
+ code->major_key() == CodeStub::StackCheck);
+ Handle<Code> result =
+ Handle<Code>(Builtins::builtin(Builtins::StubNoRegisters_DebugBreak));
+ return result;
+ }
+ }
+
+ UNREACHABLE();
+ return Handle<Code>::null();
+}
+
+
+// Simple function for returning the source positions for active break points.
+Handle<Object> Debug::GetSourceBreakLocations(
+ Handle<SharedFunctionInfo> shared) {
+ if (!HasDebugInfo(shared)) return Handle<Object>(Heap::undefined_value());
+ Handle<DebugInfo> debug_info = GetDebugInfo(shared);
+ if (debug_info->GetBreakPointCount() == 0) {
+ return Handle<Object>(Heap::undefined_value());
+ }
+ Handle<FixedArray> locations =
+ Factory::NewFixedArray(debug_info->GetBreakPointCount());
+ int count = 0;
+ for (int i = 0; i < debug_info->break_points()->length(); i++) {
+ if (!debug_info->break_points()->get(i)->IsUndefined()) {
+ BreakPointInfo* break_point_info =
+ BreakPointInfo::cast(debug_info->break_points()->get(i));
+ if (break_point_info->GetBreakPointCount() > 0) {
+ locations->set(count++, break_point_info->statement_position());
+ }
+ }
+ }
+ return locations;
+}
+
+
+void Debug::NewBreak(StackFrame::Id break_frame_id) {
+ thread_local_.break_frame_id_ = break_frame_id;
+ thread_local_.break_id_ = ++thread_local_.break_count_;
+}
+
+
+void Debug::SetBreak(StackFrame::Id break_frame_id, int break_id) {
+ thread_local_.break_frame_id_ = break_frame_id;
+ thread_local_.break_id_ = break_id;
+}
+
+
+// Handle stepping into a function.
+void Debug::HandleStepIn(Handle<JSFunction> function,
+ Address fp,
+ bool is_constructor) {
+ // If the frame pointer is not supplied by the caller find it.
+ if (fp == 0) {
+ StackFrameIterator it;
+ it.Advance();
+ // For constructor functions skip another frame.
+ if (is_constructor) {
+ ASSERT(it.frame()->is_construct());
+ it.Advance();
+ }
+ fp = it.frame()->fp();
+ }
+
+ // Flood the function with one-shot break points if it is called from where
+ // step into was requested.
+ if (fp == Debug::step_in_fp()) {
+ // Don't allow step into functions in the native context.
+ if (function->context()->global() != Top::context()->builtins()) {
+ if (function->shared()->code() ==
+ Builtins::builtin(Builtins::FunctionApply) ||
+ function->shared()->code() ==
+ Builtins::builtin(Builtins::FunctionCall)) {
+ // Handle function.apply and function.call separately to flood the
+ // function to be called and not the code for Builtins::FunctionApply or
+ // Builtins::FunctionCall. At the point of the call IC to call either
+ // Builtins::FunctionApply or Builtins::FunctionCall the expression
+ // stack has the following content:
+ // symbol "apply" or "call"
+ // function apply or call was called on
+ // receiver for apply or call (first parameter to apply or call)
+ // ... further arguments to apply or call.
+ JavaScriptFrameIterator it;
+ ASSERT(it.frame()->fp() == fp);
+ ASSERT(it.frame()->GetExpression(1)->IsJSFunction());
+ if (it.frame()->GetExpression(1)->IsJSFunction()) {
+ Handle<JSFunction>
+ actual_function(JSFunction::cast(it.frame()->GetExpression(1)));
+ Handle<SharedFunctionInfo> actual_shared(actual_function->shared());
+ Debug::FloodWithOneShot(actual_shared);
+ }
+ } else {
+ Debug::FloodWithOneShot(Handle<SharedFunctionInfo>(function->shared()));
+ }
+ }
+ }
+}
+
+
+void Debug::ClearStepping() {
+ // Clear the various stepping setup.
+ ClearOneShot();
+ ClearStepIn();
+ 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) {
+ thread_local_.step_into_fp_ = frame->fp();
+}
+
+
+void Debug::ClearStepIn() {
+ thread_local_.step_into_fp_ = 0;
+}
+
+
+void Debug::ClearStepNext() {
+ thread_local_.last_step_action_ = StepNone;
+ thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
+ thread_local_.last_fp_ = 0;
+}
+
+
+bool Debug::EnsureCompiled(Handle<SharedFunctionInfo> shared) {
+ if (shared->is_compiled()) return true;
+ return CompileLazyShared(shared, CLEAR_EXCEPTION, 0);
+}
+
+
+// Ensures the debug information is present for shared.
+bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared) {
+ // Return if we already have the debug info for shared.
+ if (HasDebugInfo(shared)) return true;
+
+ // Ensure shared in compiled. Return false if this failed.
+ if (!EnsureCompiled(shared)) return false;
+
+ // Create the debug info object.
+ Handle<DebugInfo> debug_info = Factory::NewDebugInfo(shared);
+
+ // Add debug info to the list.
+ DebugInfoListNode* node = new DebugInfoListNode(*debug_info);
+ node->set_next(debug_info_list_);
+ debug_info_list_ = node;
+
+ // Now there is at least one break point.
+ has_break_points_ = true;
+
+ return true;
+}
+
+
+void Debug::RemoveDebugInfo(Handle<DebugInfo> debug_info) {
+ ASSERT(debug_info_list_ != NULL);
+ // Run through the debug info objects to find this one and remove it.
+ DebugInfoListNode* prev = NULL;
+ DebugInfoListNode* current = debug_info_list_;
+ while (current != NULL) {
+ if (*current->debug_info() == *debug_info) {
+ // Unlink from list. If prev is NULL we are looking at the first element.
+ if (prev == NULL) {
+ debug_info_list_ = current->next();
+ } else {
+ prev->set_next(current->next());
+ }
+ current->debug_info()->shared()->set_debug_info(Heap::undefined_value());
+ delete current;
+
+ // If there are no more debug info objects there are not more break
+ // points.
+ has_break_points_ = debug_info_list_ != NULL;
+
+ return;
+ }
+ // Move to next in list.
+ prev = current;
+ current = current->next();
+ }
+ UNREACHABLE();
+}
+
+
+void Debug::SetAfterBreakTarget(JavaScriptFrame* frame) {
+ HandleScope scope;
+
+ // Get the executing function in which the debug break occurred.
+ Handle<SharedFunctionInfo> shared =
+ Handle<SharedFunctionInfo>(JSFunction::cast(frame->function())->shared());
+ if (!EnsureDebugInfo(shared)) {
+ // Return if we failed to retrieve the debug info.
+ return;
+ }
+ Handle<DebugInfo> debug_info = GetDebugInfo(shared);
+ Handle<Code> code(debug_info->code());
+ Handle<Code> original_code(debug_info->original_code());
+#ifdef DEBUG
+ // Get the code which is actually executing.
+ Handle<Code> frame_code(frame->code());
+ ASSERT(frame_code.is_identical_to(code));
+#endif
+
+ // Find the call address in the running code. This address holds the call to
+ // either a DebugBreakXXX or to the debug break return entry code if the
+ // break point is still active after processing the break point.
+ Address addr = frame->pc() - Assembler::kTargetAddrToReturnAddrDist;
+
+ // Check if the location is at JS exit.
+ bool at_js_exit = false;
+ RelocIterator it(debug_info->code());
+ while (!it.done()) {
+ if (RelocInfo::IsJSReturn(it.rinfo()->rmode())) {
+ at_js_exit = it.rinfo()->pc() == addr - 1;
+ }
+ it.next();
+ }
+
+ // Handle the jump to continue execution after break point depending on the
+ // break location.
+ if (at_js_exit) {
+ // First check if the call in the code is still the debug break return
+ // entry code. If it is the break point is still active. If not the break
+ // point was removed during break point processing.
+ if (Assembler::target_address_at(addr) ==
+ debug_break_return_entry()->entry()) {
+ // Break point still active. Jump to the corresponding place in the
+ // original code.
+ addr += original_code->instruction_start() - code->instruction_start();
+ }
+
+ // Move one byte back to where the call instruction was placed.
+ thread_local_.after_break_target_ = addr - 1;
+ } else {
+ // Check if there still is a debug break call at the target address. If the
+ // break point has been removed it will have disappeared. If it have
+ // disappeared don't try to look in the original code as the running code
+ // will have the right address. This takes care of the case where the last
+ // break point is removed from the function and therefore no "original code"
+ // is available. If the debug break call is still there find the address in
+ // the original code.
+ if (IsDebugBreak(Assembler::target_address_at(addr))) {
+ // If the break point is still there find the call address which was
+ // overwritten in the original code by the call to DebugBreakXXX.
+
+ // Find the corresponding address in the original code.
+ addr += original_code->instruction_start() - code->instruction_start();
+ }
+
+ // Install jump to the call address in the original code. This will be the
+ // call which was overwritten by the call to DebugBreakXXX.
+ thread_local_.after_break_target_ = Assembler::target_address_at(addr);
+ }
+}
+
+
+bool Debug::IsDebugGlobal(GlobalObject* global) {
+ return IsLoaded() && global == Debug::debug_context()->global();
+}
+
+
+void Debug::ClearMirrorCache() {
+ HandleScope scope;
+ ASSERT(Top::context() == *Debug::debug_context());
+
+ // Clear the mirror cache.
+ Handle<String> function_name =
+ Factory::LookupSymbol(CStrVector("ClearMirrorCache"));
+ Handle<Object> fun(Top::global()->GetProperty(*function_name));
+ ASSERT(fun->IsJSFunction());
+ bool caught_exception;
+ Handle<Object> js_object = Execution::TryCall(
+ Handle<JSFunction>::cast(fun),
+ Handle<JSObject>(Debug::debug_context()->global()),
+ 0, NULL, &caught_exception);
+}
+
+
+Mutex* Debugger::debugger_access_ = OS::CreateMutex();
+Handle<Object> Debugger::event_listener_ = Handle<Object>();
+Handle<Object> Debugger::event_listener_data_ = Handle<Object>();
+bool Debugger::compiling_natives_ = false;
+bool Debugger::is_loading_debugger_ = false;
+bool Debugger::never_unload_debugger_ = false;
+DebugMessageThread* Debugger::message_thread_ = NULL;
+v8::DebugMessageHandler Debugger::message_handler_ = NULL;
+bool Debugger::message_handler_cleared_ = false;
+void* Debugger::message_handler_data_ = NULL;
+v8::DebugHostDispatchHandler Debugger::host_dispatch_handler_ = NULL;
+void* Debugger::host_dispatch_handler_data_ = NULL;
+DebuggerAgent* Debugger::agent_ = NULL;
+LockingMessageQueue Debugger::command_queue_(kQueueInitialSize);
+LockingMessageQueue Debugger::message_queue_(kQueueInitialSize);
+Semaphore* Debugger::command_received_ = OS::CreateSemaphore(0);
+Semaphore* Debugger::message_received_ = OS::CreateSemaphore(0);
+
+
+Handle<Object> Debugger::MakeJSObject(Vector<const char> constructor_name,
+ int argc, Object*** argv,
+ bool* caught_exception) {
+ ASSERT(Top::context() == *Debug::debug_context());
+
+ // Create the execution state object.
+ Handle<String> constructor_str = Factory::LookupSymbol(constructor_name);
+ Handle<Object> constructor(Top::global()->GetProperty(*constructor_str));
+ ASSERT(constructor->IsJSFunction());
+ if (!constructor->IsJSFunction()) {
+ *caught_exception = true;
+ return Factory::undefined_value();
+ }
+ Handle<Object> js_object = Execution::TryCall(
+ Handle<JSFunction>::cast(constructor),
+ Handle<JSObject>(Debug::debug_context()->global()), argc, argv,
+ caught_exception);
+ return js_object;
+}
+
+
+Handle<Object> Debugger::MakeExecutionState(bool* caught_exception) {
+ // Create the execution state object.
+ Handle<Object> break_id = Factory::NewNumberFromInt(Debug::break_id());
+ const int argc = 1;
+ Object** argv[argc] = { break_id.location() };
+ return MakeJSObject(CStrVector("MakeExecutionState"),
+ argc, argv, caught_exception);
+}
+
+
+Handle<Object> Debugger::MakeBreakEvent(Handle<Object> exec_state,
+ Handle<Object> break_points_hit,
+ bool* caught_exception) {
+ // Create the new break event object.
+ const int argc = 2;
+ Object** argv[argc] = { exec_state.location(),
+ break_points_hit.location() };
+ return MakeJSObject(CStrVector("MakeBreakEvent"),
+ argc,
+ argv,
+ caught_exception);
+}
+
+
+Handle<Object> Debugger::MakeExceptionEvent(Handle<Object> exec_state,
+ Handle<Object> exception,
+ bool uncaught,
+ bool* caught_exception) {
+ // Create the new exception event object.
+ const int argc = 3;
+ Object** argv[argc] = { exec_state.location(),
+ exception.location(),
+ uncaught ? Factory::true_value().location() :
+ Factory::false_value().location()};
+ return MakeJSObject(CStrVector("MakeExceptionEvent"),
+ argc, argv, caught_exception);
+}
+
+
+Handle<Object> Debugger::MakeNewFunctionEvent(Handle<Object> function,
+ bool* caught_exception) {
+ // Create the new function event object.
+ const int argc = 1;
+ Object** argv[argc] = { function.location() };
+ return MakeJSObject(CStrVector("MakeNewFunctionEvent"),
+ argc, argv, caught_exception);
+}
+
+
+Handle<Object> Debugger::MakeCompileEvent(Handle<Script> script,
+ bool before,
+ bool* caught_exception) {
+ // Create the compile event object.
+ Handle<Object> exec_state = MakeExecutionState(caught_exception);
+ Handle<Object> script_wrapper = GetScriptWrapper(script);
+ const int argc = 3;
+ Object** argv[argc] = { exec_state.location(),
+ script_wrapper.location(),
+ before ? Factory::true_value().location() :
+ Factory::false_value().location() };
+
+ return MakeJSObject(CStrVector("MakeCompileEvent"),
+ argc,
+ argv,
+ caught_exception);
+}
+
+
+void Debugger::OnException(Handle<Object> exception, bool uncaught) {
+ HandleScope scope;
+
+ // Bail out based on state or if there is no listener for this event
+ if (Debug::InDebugger()) return;
+ if (!Debugger::EventActive(v8::Exception)) return;
+
+ // Bail out if exception breaks are not active
+ if (uncaught) {
+ // Uncaught exceptions are reported by either flags.
+ if (!(Debug::break_on_uncaught_exception() ||
+ Debug::break_on_exception())) return;
+ } else {
+ // Caught exceptions are reported is activated.
+ if (!Debug::break_on_exception()) return;
+ }
+
+ // Enter the debugger.
+ EnterDebugger debugger;
+ if (debugger.FailedToEnter()) return;
+
+ // Clear all current stepping setup.
+ Debug::ClearStepping();
+ // Create the event data object.
+ bool caught_exception = false;
+ Handle<Object> exec_state = MakeExecutionState(&caught_exception);
+ Handle<Object> event_data;
+ if (!caught_exception) {
+ event_data = MakeExceptionEvent(exec_state, exception, uncaught,
+ &caught_exception);
+ }
+ // Bail out and don't call debugger if exception.
+ if (caught_exception) {
+ return;
+ }
+
+ // Process debug event
+ ProcessDebugEvent(v8::Exception, event_data, false);
+ // Return to continue execution from where the exception was thrown.
+}
+
+
+void Debugger::OnDebugBreak(Handle<Object> break_points_hit,
+ bool auto_continue) {
+ HandleScope scope;
+
+ // Debugger has already been entered by caller.
+ ASSERT(Top::context() == *Debug::debug_context());
+
+ // Bail out if there is no listener for this event
+ if (!Debugger::EventActive(v8::Break)) return;
+
+ // Debugger must be entered in advance.
+ ASSERT(Top::context() == *Debug::debug_context());
+
+ // Create the event data object.
+ bool caught_exception = false;
+ Handle<Object> exec_state = MakeExecutionState(&caught_exception);
+ Handle<Object> event_data;
+ if (!caught_exception) {
+ event_data = MakeBreakEvent(exec_state, break_points_hit,
+ &caught_exception);
+ }
+ // Bail out and don't call debugger if exception.
+ if (caught_exception) {
+ return;
+ }
+
+ // Process debug event
+ ProcessDebugEvent(v8::Break, event_data, auto_continue);
+}
+
+
+void Debugger::OnBeforeCompile(Handle<Script> script) {
+ HandleScope scope;
+
+ // Bail out based on state or if there is no listener for this event
+ if (Debug::InDebugger()) return;
+ if (compiling_natives()) return;
+ if (!EventActive(v8::BeforeCompile)) return;
+
+ // Enter the debugger.
+ EnterDebugger debugger;
+ if (debugger.FailedToEnter()) return;
+
+ // Create the event data object.
+ bool caught_exception = false;
+ Handle<Object> event_data = MakeCompileEvent(script, true, &caught_exception);
+ // Bail out and don't call debugger if exception.
+ if (caught_exception) {
+ return;
+ }
+
+ // Process debug event
+ ProcessDebugEvent(v8::BeforeCompile, event_data, false);
+}
+
+
+// Handle debugger actions when a new script is compiled.
+void Debugger::OnAfterCompile(Handle<Script> script, Handle<JSFunction> fun) {
+ HandleScope scope;
+
+ // No compile events while compiling natives.
+ if (compiling_natives()) return;
+
+ // No more to do if not debugging.
+ if (!IsDebuggerActive()) 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-delay.js).
+ Handle<Object> update_script_break_points =
+ Handle<Object>(Debug::debug_context()->global()->GetProperty(
+ *Factory::LookupAsciiSymbol("UpdateScriptBreakPoints")));
+ if (!update_script_break_points->IsJSFunction()) {
+ return;
+ }
+ ASSERT(update_script_break_points->IsJSFunction());
+
+ // Wrap the script object in a proper JS object before passing it
+ // to JavaScript.
+ Handle<JSValue> wrapper = GetScriptWrapper(script);
+
+ // Call UpdateScriptBreakPoints expect no exceptions.
+ bool caught_exception = false;
+ const int argc = 1;
+ Object** argv[argc] = { reinterpret_cast<Object**>(wrapper.location()) };
+ Handle<Object> result = Execution::TryCall(
+ Handle<JSFunction>::cast(update_script_break_points),
+ Top::builtins(), argc, argv,
+ &caught_exception);
+ if (caught_exception) {
+ return;
+ }
+ // Bail out based on state or if there is no listener for this event
+ if (in_debugger) return;
+ if (!Debugger::EventActive(v8::AfterCompile)) return;
+
+ // Create the compile state object.
+ Handle<Object> event_data = MakeCompileEvent(script,
+ false,
+ &caught_exception);
+ // Bail out and don't call debugger if exception.
+ if (caught_exception) {
+ return;
+ }
+ // Process debug event
+ ProcessDebugEvent(v8::AfterCompile, event_data, false);
+}
+
+
+void Debugger::OnNewFunction(Handle<JSFunction> function) {
+ return;
+ HandleScope scope;
+
+ // Bail out based on state or if there is no listener for this event
+ if (Debug::InDebugger()) return;
+ if (compiling_natives()) return;
+ if (!Debugger::EventActive(v8::NewFunction)) return;
+
+ // Enter the debugger.
+ EnterDebugger debugger;
+ if (debugger.FailedToEnter()) return;
+
+ // Create the event object.
+ bool caught_exception = false;
+ Handle<Object> event_data = MakeNewFunctionEvent(function, &caught_exception);
+ // Bail out and don't call debugger if exception.
+ if (caught_exception) {
+ return;
+ }
+ // Process debug event.
+ ProcessDebugEvent(v8::NewFunction, event_data, false);
+}
+
+
+void Debugger::ProcessDebugEvent(v8::DebugEvent event,
+ Handle<Object> event_data,
+ bool auto_continue) {
+ HandleScope scope;
+
+ // 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, exec_state, event_data, auto_continue);
+ }
+ // Notify registered debug event listener. This can be either a C or a
+ // JavaScript function.
+ if (!event_listener_.is_null()) {
+ if (event_listener_->IsProxy()) {
+ // C debug event listener.
+ Handle<Proxy> callback_obj(Handle<Proxy>::cast(event_listener_));
+ v8::DebugEventCallback callback =
+ FUNCTION_CAST<v8::DebugEventCallback>(callback_obj->proxy());
+ callback(event,
+ v8::Utils::ToLocal(Handle<JSObject>::cast(exec_state)),
+ v8::Utils::ToLocal(Handle<JSObject>::cast(event_data)),
+ v8::Utils::ToLocal(Handle<Object>::cast(event_listener_data_)));
+ } else {
+ // JavaScript debug event listener.
+ ASSERT(event_listener_->IsJSFunction());
+ Handle<JSFunction> fun(Handle<JSFunction>::cast(event_listener_));
+
+ // Invoke the JavaScript debug event listener.
+ const int argc = 4;
+ Object** argv[argc] = { Handle<Object>(Smi::FromInt(event)).location(),
+ exec_state.location(),
+ event_data.location(),
+ event_listener_data_.location() };
+ Handle<Object> result = Execution::TryCall(fun, Top::global(),
+ argc, argv, &caught_exception);
+ if (caught_exception) {
+ // Silently ignore exceptions from debug event listeners.
+ }
+ }
+ }
+
+ // Clear the mirror cache.
+ Debug::ClearMirrorCache();
+}
+
+
+void Debugger::UnloadDebugger() {
+ // Make sure that there are no breakpoints left.
+ Debug::ClearAllBreakPoints();
+
+ // Unload the debugger if feasible.
+ if (!never_unload_debugger_) {
+ Debug::Unload();
+ }
+
+ // Clear the flag indicating that the message handler was recently cleared.
+ message_handler_cleared_ = false;
+}
+
+
+void Debugger::NotifyMessageHandler(v8::DebugEvent event,
+ Handle<Object> exec_state,
+ Handle<Object> event_data,
+ bool auto_continue) {
+ HandleScope scope;
+
+ if (!Debug::Load()) return;
+
+ // Process the individual events.
+ bool interactive = false;
+ switch (event) {
+ case v8::Break:
+ interactive = true; // Break event is always interactive
+ break;
+ case v8::Exception:
+ interactive = true; // Exception event is always interactive
+ break;
+ case v8::BeforeCompile:
+ break;
+ case v8::AfterCompile:
+ break;
+ case v8::NewFunction:
+ break;
+ default:
+ UNREACHABLE();
+ }
+
+ // Done if not interactive.
+ if (!interactive) return;
+
+ // Get the DebugCommandProcessor.
+ 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::TryCatch try_catch;
+ v8::Local<v8::Object> cmd_processor =
+ v8::Object::Cast(*fun->Call(api_exec_state, 0, NULL));
+ if (try_catch.HasCaught()) {
+ PrintLn(try_catch.Exception());
+ return;
+ }
+
+ // Notify the debugger that a debug event has occurred unless auto continue is
+ // active in which case no event is send.
+ if (!auto_continue) {
+ bool success = SendEventMessage(event_data);
+ if (!success) {
+ // If failed to notify debugger just continue running.
+ return;
+ }
+ }
+
+ // Process requests from the debugger.
+ while (true) {
+ // Wait for new command in the queue.
+ command_received_->Wait();
+
+ // The debug command interrupt flag might have been set when the command was
+ // added.
+ StackGuard::Continue(DEBUGCOMMAND);
+
+ // Get the command from the queue.
+ Vector<uint16_t> command = command_queue_.Get();
+ Logger::DebugTag("Got request from command queue, in interactive loop.");
+ if (!Debugger::IsDebuggerActive()) {
+ return;
+ }
+
+ // Check if the command is a host dispatch.
+ if (command[0] == 0) {
+ if (Debugger::host_dispatch_handler_) {
+ int32_t dispatch = (command[1] << 16) | command[2];
+ Debugger::host_dispatch_handler_(reinterpret_cast<void*>(dispatch),
+ Debugger::host_dispatch_handler_data_);
+ }
+ if (auto_continue && !HasCommands()) {
+ return;
+ }
+ continue;
+ }
+
+ // 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(reinterpret_cast<uint16_t*>(command.start()),
+ command.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;
+ bool running = false;
+ 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();
+ }
+
+ // Convert text result to C string.
+ v8::String::Value val(response);
+ Vector<uint16_t> str(reinterpret_cast<uint16_t*>(*val),
+ response->Length());
+
+ // Return the result.
+ SendMessage(str);
+
+ // Return from debug event processing if either the VM is put into the
+ // runnning state (through a continue command) or auto continue is active
+ // and there are no more commands queued.
+ if (running || (auto_continue && !HasCommands())) {
+ return;
+ }
+ }
+}
+
+
+void Debugger::SetEventListener(Handle<Object> callback,
+ Handle<Object> data) {
+ HandleScope scope;
+
+ // Clear the global handles for the event listener and the event listener data
+ // object.
+ if (!event_listener_.is_null()) {
+ GlobalHandles::Destroy(
+ reinterpret_cast<Object**>(event_listener_.location()));
+ event_listener_ = Handle<Object>();
+ }
+ if (!event_listener_data_.is_null()) {
+ GlobalHandles::Destroy(
+ reinterpret_cast<Object**>(event_listener_data_.location()));
+ event_listener_data_ = Handle<Object>();
+ }
+
+ // If there is a new debug event listener register it together with its data
+ // object.
+ if (!callback->IsUndefined() && !callback->IsNull()) {
+ event_listener_ = Handle<Object>::cast(GlobalHandles::Create(*callback));
+ if (data.is_null()) {
+ data = Factory::undefined_value();
+ }
+ event_listener_data_ = Handle<Object>::cast(GlobalHandles::Create(*data));
+ }
+
+ // Unload the debugger if event listener cleared.
+ if (callback->IsUndefined()) {
+ UnloadDebugger();
+ }
+}
+
+
+void Debugger::SetMessageHandler(v8::DebugMessageHandler handler, void* data,
+ bool message_handler_thread) {
+ ScopedLock with(debugger_access_);
+
+ message_handler_ = handler;
+ message_handler_data_ = data;
+ if (handler != NULL) {
+ if (!message_thread_ && message_handler_thread) {
+ message_thread_ = new DebugMessageThread();
+ message_thread_->Start();
+ }
+ } else {
+ // Indicate that the message handler was recently cleared.
+ message_handler_cleared_ = true;
+
+ // Send an empty command to the debugger if in a break to make JavaScript
+ // run again if the debugger is closed.
+ if (Debug::InDebugger()) {
+ ProcessCommand(Vector<const uint16_t>::empty());
+ }
+ }
+}
+
+
+void Debugger::SetHostDispatchHandler(v8::DebugHostDispatchHandler handler,
+ void* data) {
+ host_dispatch_handler_ = handler;
+ host_dispatch_handler_data_ = data;
+}
+
+
+// Calls the registered debug message handler. This callback is part of the
+// public API. Messages are kept internally as Vector<uint16_t> strings, which
+// are allocated in various places and deallocated by the calling function
+// sometime after this call.
+void Debugger::InvokeMessageHandler(Vector<uint16_t> message) {
+ ScopedLock with(debugger_access_);
+
+ if (message_handler_ != NULL) {
+ message_handler_(message.start(), message.length(), message_handler_data_);
+ }
+}
+
+
+void Debugger::SendMessage(Vector<uint16_t> message) {
+ if (message_thread_ == NULL) {
+ // If there is no message thread just invoke the message handler from the
+ // V8 thread.
+ InvokeMessageHandler(message);
+ } else {
+ // Put a copy of the message coming from V8 on the queue. The new copy of
+ // the event string is destroyed by the message thread.
+ Vector<uint16_t> message_copy = message.Clone();
+ Logger::DebugTag("Put message on event message_queue.");
+ message_queue_.Put(message_copy);
+ message_received_->Signal();
+ }
+}
+
+
+bool Debugger::SendEventMessage(Handle<Object> event_data) {
+ v8::HandleScope scope;
+ // Call toJSONProtocol on the debug event object.
+ v8::Local<v8::Object> api_event_data =
+ v8::Utils::ToLocal(Handle<JSObject>::cast(event_data));
+ v8::Local<v8::String> fun_name = v8::String::New("toJSONProtocol");
+ v8::Local<v8::Function> fun =
+ v8::Function::Cast(*api_event_data->Get(fun_name));
+ v8::TryCatch try_catch;
+ v8::Local<v8::Value> json_event = *fun->Call(api_event_data, 0, NULL);
+ v8::Local<v8::String> json_event_string;
+ if (!try_catch.HasCaught()) {
+ if (!json_event->IsUndefined()) {
+ json_event_string = json_event->ToString();
+ if (FLAG_trace_debug_json) {
+ PrintLn(json_event_string);
+ }
+ v8::String::Value val(json_event_string);
+ Vector<uint16_t> str(reinterpret_cast<uint16_t*>(*val),
+ json_event_string->Length());
+ SendMessage(str);
+ } else {
+ SendMessage(Vector<uint16_t>::empty());
+ }
+ } else {
+ PrintLn(try_catch.Exception());
+ return false;
+ }
+ return true;
+}
+
+
+// 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. This is where the API client hands off
+// processing of the command to the DebugMessageThread thread.
+// The new copy of the command is destroyed in HandleCommand().
+void Debugger::ProcessCommand(Vector<const uint16_t> command) {
+ // Make a copy of the command. Need to cast away const for Clone to work.
+ Vector<uint16_t> command_copy =
+ Vector<uint16_t>(const_cast<uint16_t*>(command.start()),
+ command.length()).Clone();
+ Logger::DebugTag("Put command on command_queue.");
+ command_queue_.Put(command_copy);
+ command_received_->Signal();
+
+ // Set the debug command break flag to have the command processed.
+ if (!Debug::InDebugger()) {
+ StackGuard::DebugCommand();
+ }
+}
+
+
+bool Debugger::HasCommands() {
+ return !command_queue_.IsEmpty();
+}
+
+
+void Debugger::ProcessHostDispatch(void* dispatch) {
+ // Puts a host dispatch comming from the public API on the queue.
+ uint16_t hack[3];
+ hack[0] = 0;
+ hack[1] = reinterpret_cast<uint32_t>(dispatch) >> 16;
+ hack[2] = reinterpret_cast<uint32_t>(dispatch) & 0xFFFF;
+ Logger::DebugTag("Put dispatch on command_queue.");
+ command_queue_.Put(Vector<uint16_t>(hack, 3).Clone());
+ command_received_->Signal();
+
+ // Set the debug command break flag to have the host dispatch processed.
+ if (!Debug::InDebugger()) {
+ StackGuard::DebugCommand();
+ }
+}
+
+
+bool Debugger::IsDebuggerActive() {
+ ScopedLock with(debugger_access_);
+
+ return message_handler_ != NULL || !event_listener_.is_null();
+}
+
+
+Handle<Object> Debugger::Call(Handle<JSFunction> fun,
+ Handle<Object> data,
+ bool* pending_exception) {
+ // When calling functions in the debugger prevent it from beeing unloaded.
+ Debugger::never_unload_debugger_ = true;
+
+ // Enter the debugger.
+ EnterDebugger debugger;
+ if (debugger.FailedToEnter() || !debugger.HasJavaScriptFrames()) {
+ return Factory::undefined_value();
+ }
+
+ // Create the execution state.
+ bool caught_exception = false;
+ Handle<Object> exec_state = MakeExecutionState(&caught_exception);
+ if (caught_exception) {
+ return Factory::undefined_value();
+ }
+
+ static const int kArgc = 2;
+ Object** argv[kArgc] = { exec_state.location(), data.location() };
+ Handle<Object> result = Execution::Call(fun, Factory::undefined_value(),
+ kArgc, argv, pending_exception);
+ return result;
+}
+
+
+bool Debugger::StartAgent(const char* name, int port) {
+ if (Socket::Setup()) {
+ agent_ = new DebuggerAgent(name, port);
+ agent_->Start();
+ return true;
+ }
+
+ return false;
+}
+
+
+void Debugger::StopAgent() {
+ if (agent_ != NULL) {
+ agent_->Shutdown();
+ agent_->Join();
+ delete agent_;
+ agent_ = NULL;
+ }
+}
+
+
+void Debugger::TearDown() {
+ if (message_thread_ != NULL) {
+ message_thread_->Stop();
+ delete message_thread_;
+ message_thread_ = NULL;
+ }
+}
+
+
+void DebugMessageThread::Run() {
+ // Sends debug events to an installed debugger message callback.
+ while (keep_running_) {
+ // Wait and Get are paired so that semaphore count equals queue length.
+ Debugger::message_received_->Wait();
+ Logger::DebugTag("Get message from event message_queue.");
+ Vector<uint16_t> message = Debugger::message_queue_.Get();
+ if (message.length() > 0) {
+ Debugger::InvokeMessageHandler(message);
+ }
+ }
+}
+
+
+void DebugMessageThread::Stop() {
+ keep_running_ = false;
+ Debugger::SendMessage(Vector<uint16_t>(NULL, 0));
+ Join();
+}
+
+
+MessageQueue::MessageQueue(int size) : start_(0), end_(0), size_(size) {
+ messages_ = NewArray<Vector<uint16_t> >(size);
+}
+
+
+MessageQueue::~MessageQueue() {
+ DeleteArray(messages_);
+}
+
+
+Vector<uint16_t> MessageQueue::Get() {
+ ASSERT(!IsEmpty());
+ int result = start_;
+ start_ = (start_ + 1) % size_;
+ return messages_[result];
+}
+
+
+void MessageQueue::Put(const Vector<uint16_t>& message) {
+ if ((end_ + 1) % size_ == start_) {
+ Expand();
+ }
+ messages_[end_] = message;
+ end_ = (end_ + 1) % size_;
+}
+
+
+void MessageQueue::Expand() {
+ MessageQueue new_queue(size_ * 2);
+ while (!IsEmpty()) {
+ new_queue.Put(Get());
+ }
+ Vector<uint16_t>* array_to_free = messages_;
+ *this = new_queue;
+ new_queue.messages_ = array_to_free;
+ // Automatic destructor called on new_queue, freeing array_to_free.
+}
+
+
+LockingMessageQueue::LockingMessageQueue(int size) : queue_(size) {
+ lock_ = OS::CreateMutex();
+}
+
+
+LockingMessageQueue::~LockingMessageQueue() {
+ delete lock_;
+}
+
+
+bool LockingMessageQueue::IsEmpty() const {
+ ScopedLock sl(lock_);
+ return queue_.IsEmpty();
+}
+
+
+Vector<uint16_t> LockingMessageQueue::Get() {
+ ScopedLock sl(lock_);
+ Vector<uint16_t> result = queue_.Get();
+ Logger::DebugEvent("Get", result);
+ return result;
+}
+
+
+void LockingMessageQueue::Put(const Vector<uint16_t>& message) {
+ ScopedLock sl(lock_);
+ queue_.Put(message);
+ Logger::DebugEvent("Put", message);
+}
+
+
+void LockingMessageQueue::Clear() {
+ ScopedLock sl(lock_);
+ queue_.Clear();
+}
+
+
+} } // namespace v8::internal