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// Copyright 2008 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef V8_V8_DEBUG_H_
#define V8_V8_DEBUG_H_
#include "v8.h"
#ifdef _WIN32
typedef int int32_t;
typedef unsigned int uint32_t;
typedef unsigned short uint16_t; // NOLINT
typedef long long int64_t; // NOLINT
// Setup for Windows DLL export/import. See v8.h in this directory for
// information on how to build/use V8 as a DLL.
#if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED)
#error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\
build configuration to ensure that at most one of these is set
#endif
#ifdef BUILDING_V8_SHARED
#define EXPORT __declspec(dllexport)
#elif USING_V8_SHARED
#define EXPORT __declspec(dllimport)
#else
#define EXPORT
#endif
#else // _WIN32
// Setup for Linux shared library export. See v8.h in this directory for
// information on how to build/use V8 as shared library.
#if defined(__GNUC__) && (__GNUC__ >= 4) && defined(V8_SHARED)
#define EXPORT __attribute__ ((visibility("default")))
#else // defined(__GNUC__) && (__GNUC__ >= 4)
#define EXPORT
#endif // defined(__GNUC__) && (__GNUC__ >= 4)
#endif // _WIN32
/**
* Debugger support for the V8 JavaScript engine.
*/
namespace v8 {
// Debug events which can occur in the V8 JavaScript engine.
enum DebugEvent {
Break = 1,
Exception = 2,
NewFunction = 3,
BeforeCompile = 4,
AfterCompile = 5,
ScriptCollected = 6,
BreakForCommand = 7
};
class EXPORT Debug {
public:
/**
* A client object passed to the v8 debugger whose ownership will be taken by
* it. v8 is always responsible for deleting the object.
*/
class ClientData {
public:
virtual ~ClientData() {}
};
/**
* A message object passed to the debug message handler.
*/
class Message {
public:
/**
* Check type of message.
*/
virtual bool IsEvent() const = 0;
virtual bool IsResponse() const = 0;
virtual DebugEvent GetEvent() const = 0;
/**
* Indicate whether this is a response to a continue command which will
* start the VM running after this is processed.
*/
virtual bool WillStartRunning() const = 0;
/**
* Access to execution state and event data. Don't store these cross
* callbacks as their content becomes invalid. These objects are from the
* debugger event that started the debug message loop.
*/
virtual Handle<Object> GetExecutionState() const = 0;
virtual Handle<Object> GetEventData() const = 0;
/**
* Get the debugger protocol JSON.
*/
virtual Handle<String> GetJSON() const = 0;
/**
* Get the context active when the debug event happened. Note this is not
* the current active context as the JavaScript part of the debugger is
* running in its own context which is entered at this point.
*/
virtual Handle<Context> GetEventContext() const = 0;
/**
* Client data passed with the corresponding request if any. This is the
* client_data data value passed into Debug::SendCommand along with the
* request that led to the message or NULL if the message is an event. The
* debugger takes ownership of the data and will delete it even if there is
* no message handler.
*/
virtual ClientData* GetClientData() const = 0;
virtual ~Message() {}
};
/**
* An event details object passed to the debug event listener.
*/
class EventDetails {
public:
/**
* Event type.
*/
virtual DebugEvent GetEvent() const = 0;
/**
* Access to execution state and event data of the debug event. Don't store
* these cross callbacks as their content becomes invalid.
*/
virtual Handle<Object> GetExecutionState() const = 0;
virtual Handle<Object> GetEventData() const = 0;
/**
* Get the context active when the debug event happened. Note this is not
* the current active context as the JavaScript part of the debugger is
* running in its own context which is entered at this point.
*/
virtual Handle<Context> GetEventContext() const = 0;
/**
* Client data passed with the corresponding callback when it was
* registered.
*/
virtual Handle<Value> GetCallbackData() const = 0;
/**
* Client data passed to DebugBreakForCommand function. The
* debugger takes ownership of the data and will delete it even if
* there is no message handler.
*/
virtual ClientData* GetClientData() const = 0;
virtual ~EventDetails() {}
};
/**
* Debug event callback function.
*
* \param event the type of the debug event that triggered the callback
* (enum DebugEvent)
* \param exec_state execution state (JavaScript object)
* \param event_data event specific data (JavaScript object)
* \param data value passed by the user to SetDebugEventListener
*/
typedef void (*EventCallback)(DebugEvent event,
Handle<Object> exec_state,
Handle<Object> event_data,
Handle<Value> data);
/**
* Debug event callback function.
*
* \param event_details object providing information about the debug event
*
* A EventCallback2 does not take possession of the event data,
* and must not rely on the data persisting after the handler returns.
*/
typedef void (*EventCallback2)(const EventDetails& event_details);
/**
* Debug message callback function.
*
* \param message the debug message handler message object
* \param length length of the message
* \param client_data the data value passed when registering the message handler
* A MessageHandler does not take possession of the message string,
* and must not rely on the data persisting after the handler returns.
*
* This message handler is deprecated. Use MessageHandler2 instead.
*/
typedef void (*MessageHandler)(const uint16_t* message, int length,
ClientData* client_data);
/**
* Debug message callback function.
*
* \param message the debug message handler message object
*
* A MessageHandler does not take possession of the message data,
* and must not rely on the data persisting after the handler returns.
*/
typedef void (*MessageHandler2)(const Message& message);
/**
* Debug host dispatch callback function.
*/
typedef void (*HostDispatchHandler)();
/**
* Callback function for the host to ensure debug messages are processed.
*/
typedef void (*DebugMessageDispatchHandler)();
// Set a C debug event listener.
static bool SetDebugEventListener(EventCallback that,
Handle<Value> data = Handle<Value>());
static bool SetDebugEventListener2(EventCallback2 that,
Handle<Value> data = Handle<Value>());
// Set a JavaScript debug event listener.
static bool SetDebugEventListener(v8::Handle<v8::Object> that,
Handle<Value> data = Handle<Value>());
// Schedule a debugger break to happen when JavaScript code is run
// in the given isolate. If no isolate is provided the default
// isolate is used.
static void DebugBreak(Isolate* isolate = NULL);
// Remove scheduled debugger break in given isolate if it has not
// happened yet. If no isolate is provided the default isolate is
// used.
static void CancelDebugBreak(Isolate* isolate = NULL);
// Break execution of JavaScript in the given isolate (this method
// can be invoked from a non-VM thread) for further client command
// execution on a VM thread. Client data is then passed in
// EventDetails to EventCallback at the moment when the VM actually
// stops. If no isolate is provided the default isolate is used.
static void DebugBreakForCommand(ClientData* data = NULL,
Isolate* isolate = NULL);
// Message based interface. The message protocol is JSON. NOTE the message
// handler thread is not supported any more parameter must be false.
static void SetMessageHandler(MessageHandler handler,
bool message_handler_thread = false);
static void SetMessageHandler2(MessageHandler2 handler);
// If no isolate is provided the default isolate is
// used.
static void SendCommand(const uint16_t* command, int length,
ClientData* client_data = NULL,
Isolate* isolate = NULL);
// Dispatch interface.
static void SetHostDispatchHandler(HostDispatchHandler handler,
int period = 100);
/**
* Register a callback function to be called when a debug message has been
* received and is ready to be processed. For the debug messages to be
* processed V8 needs to be entered, and in certain embedding scenarios this
* callback can be used to make sure V8 is entered for the debug message to
* be processed. Note that debug messages will only be processed if there is
* a V8 break. This can happen automatically by using the option
* --debugger-auto-break.
* \param provide_locker requires that V8 acquires v8::Locker for you before
* calling handler
*/
static void SetDebugMessageDispatchHandler(
DebugMessageDispatchHandler handler, bool provide_locker = false);
/**
* Run a JavaScript function in the debugger.
* \param fun the function to call
* \param data passed as second argument to the function
* With this call the debugger is entered and the function specified is called
* with the execution state as the first argument. This makes it possible to
* get access to information otherwise not available during normal JavaScript
* execution e.g. details on stack frames. Receiver of the function call will
* be the debugger context global object, however this is a subject to change.
* The following example shows a JavaScript function which when passed to
* v8::Debug::Call will return the current line of JavaScript execution.
*
* \code
* function frame_source_line(exec_state) {
* return exec_state.frame(0).sourceLine();
* }
* \endcode
*/
static Local<Value> Call(v8::Handle<v8::Function> fun,
Handle<Value> data = Handle<Value>());
/**
* Returns a mirror object for the given object.
*/
static Local<Value> GetMirror(v8::Handle<v8::Value> obj);
/**
* Enable the V8 builtin debug agent. The debugger agent will listen on the
* supplied TCP/IP port for remote debugger connection.
* \param name the name of the embedding application
* \param port the TCP/IP port to listen on
* \param wait_for_connection whether V8 should pause on a first statement
* allowing remote debugger to connect before anything interesting happened
*/
static bool EnableAgent(const char* name, int port,
bool wait_for_connection = false);
/**
* Makes V8 process all pending debug messages.
*
* From V8 point of view all debug messages come asynchronously (e.g. from
* remote debugger) but they all must be handled synchronously: V8 cannot
* do 2 things at one time so normal script execution must be interrupted
* for a while.
*
* Generally when message arrives V8 may be in one of 3 states:
* 1. V8 is running script; V8 will automatically interrupt and process all
* pending messages (however auto_break flag should be enabled);
* 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated
* to reading and processing debug messages;
* 3. V8 is not running at all or has called some long-working C++ function;
* by default it means that processing of all debug messages will be deferred
* until V8 gets control again; however, embedding application may improve
* this by manually calling this method.
*
* It makes sense to call this method whenever a new debug message arrived and
* V8 is not already running. Method v8::Debug::SetDebugMessageDispatchHandler
* should help with the former condition.
*
* Technically this method in many senses is equivalent to executing empty
* script:
* 1. It does nothing except for processing all pending debug messages.
* 2. It should be invoked with the same precautions and from the same context
* as V8 script would be invoked from, because:
* a. with "evaluate" command it can do whatever normal script can do,
* including all native calls;
* b. no other thread should call V8 while this method is running
* (v8::Locker may be used here).
*
* "Evaluate" debug command behavior currently is not specified in scope
* of this method.
*/
static void ProcessDebugMessages();
/**
* Debugger is running in its own context which is entered while debugger
* messages are being dispatched. This is an explicit getter for this
* debugger context. Note that the content of the debugger context is subject
* to change.
*/
static Local<Context> GetDebugContext();
};
} // namespace v8
#undef EXPORT
#endif // V8_V8_DEBUG_H_
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