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1 // Copyright 2008 the V8 project authors. All rights reserved.
2 // Redistribution and use in source and binary forms, with or without
3 // modification, are permitted provided that the following conditions are
4 // met:
5 //
6 //     * Redistributions of source code must retain the above copyright
7 //       notice, this list of conditions and the following disclaimer.
8 //     * Redistributions in binary form must reproduce the above
9 //       copyright notice, this list of conditions and the following
10 //       disclaimer in the documentation and/or other materials provided
11 //       with the distribution.
12 //     * Neither the name of Google Inc. nor the names of its
13 //       contributors may be used to endorse or promote products derived
14 //       from this software without specific prior written permission.
15 //
16 // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
17 // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
18 // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
19 // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
20 // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
21 // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
22 // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
23 // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
24 // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26 // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 
28 #ifndef V8_V8_DEBUG_H_
29 #define V8_V8_DEBUG_H_
30 
31 #include "v8.h"
32 
33 #ifdef _WIN32
34 typedef int int32_t;
35 typedef unsigned int uint32_t;
36 typedef unsigned short uint16_t;  // NOLINT
37 typedef long long int64_t;  // NOLINT
38 
39 // Setup for Windows DLL export/import. See v8.h in this directory for
40 // information on how to build/use V8 as a DLL.
41 #if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED)
42 #error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\
43   build configuration to ensure that at most one of these is set
44 #endif
45 
46 #ifdef BUILDING_V8_SHARED
47 #define EXPORT __declspec(dllexport)
48 #elif USING_V8_SHARED
49 #define EXPORT __declspec(dllimport)
50 #else
51 #define EXPORT
52 #endif
53 
54 #else  // _WIN32
55 
56 // Setup for Linux shared library export. See v8.h in this directory for
57 // information on how to build/use V8 as shared library.
58 #if defined(__GNUC__) && (__GNUC__ >= 4) && defined(V8_SHARED)
59 #define EXPORT __attribute__ ((visibility("default")))
60 #else  // defined(__GNUC__) && (__GNUC__ >= 4)
61 #define EXPORT
62 #endif  // defined(__GNUC__) && (__GNUC__ >= 4)
63 
64 #endif  // _WIN32
65 
66 
67 /**
68  * Debugger support for the V8 JavaScript engine.
69  */
70 namespace v8 {
71 
72 // Debug events which can occur in the V8 JavaScript engine.
73 enum DebugEvent {
74   Break = 1,
75   Exception = 2,
76   NewFunction = 3,
77   BeforeCompile = 4,
78   AfterCompile  = 5,
79   ScriptCollected = 6
80 };
81 
82 
83 class EXPORT Debug {
84  public:
85   /**
86    * A client object passed to the v8 debugger whose ownership will be taken by
87    * it. v8 is always responsible for deleting the object.
88    */
89   class ClientData {
90    public:
~ClientData()91     virtual ~ClientData() {}
92   };
93 
94 
95   /**
96    * A message object passed to the debug message handler.
97    */
98   class Message {
99    public:
100     /**
101      * Check type of message.
102      */
103     virtual bool IsEvent() const = 0;
104     virtual bool IsResponse() const = 0;
105     virtual DebugEvent GetEvent() const = 0;
106 
107     /**
108      * Indicate whether this is a response to a continue command which will
109      * start the VM running after this is processed.
110      */
111     virtual bool WillStartRunning() const = 0;
112 
113     /**
114      * Access to execution state and event data. Don't store these cross
115      * callbacks as their content becomes invalid. These objects are from the
116      * debugger event that started the debug message loop.
117      */
118     virtual Handle<Object> GetExecutionState() const = 0;
119     virtual Handle<Object> GetEventData() const = 0;
120 
121     /**
122      * Get the debugger protocol JSON.
123      */
124     virtual Handle<String> GetJSON() const = 0;
125 
126     /**
127      * Get the context active when the debug event happened. Note this is not
128      * the current active context as the JavaScript part of the debugger is
129      * running in it's own context which is entered at this point.
130      */
131     virtual Handle<Context> GetEventContext() const = 0;
132 
133     /**
134      * Client data passed with the corresponding request if any. This is the
135      * client_data data value passed into Debug::SendCommand along with the
136      * request that led to the message or NULL if the message is an event. The
137      * debugger takes ownership of the data and will delete it even if there is
138      * no message handler.
139      */
140     virtual ClientData* GetClientData() const = 0;
141 
~Message()142     virtual ~Message() {}
143   };
144 
145 
146   /**
147    * Debug event callback function.
148    *
149    * \param event the type of the debug event that triggered the callback
150    *   (enum DebugEvent)
151    * \param exec_state execution state (JavaScript object)
152    * \param event_data event specific data (JavaScript object)
153    * \param data value passed by the user to SetDebugEventListener
154    */
155   typedef void (*EventCallback)(DebugEvent event,
156                                 Handle<Object> exec_state,
157                                 Handle<Object> event_data,
158                                 Handle<Value> data);
159 
160 
161   /**
162    * Debug message callback function.
163    *
164    * \param message the debug message handler message object
165    * \param length length of the message
166    * \param client_data the data value passed when registering the message handler
167 
168    * A MessageHandler does not take posession of the message string,
169    * and must not rely on the data persisting after the handler returns.
170    *
171    * This message handler is deprecated. Use MessageHandler2 instead.
172    */
173   typedef void (*MessageHandler)(const uint16_t* message, int length,
174                                  ClientData* client_data);
175 
176   /**
177    * Debug message callback function.
178    *
179    * \param message the debug message handler message object
180 
181    * A MessageHandler does not take posession of the message data,
182    * and must not rely on the data persisting after the handler returns.
183    */
184   typedef void (*MessageHandler2)(const Message& message);
185 
186   /**
187    * Debug host dispatch callback function.
188    */
189   typedef void (*HostDispatchHandler)();
190 
191   /**
192    * Callback function for the host to ensure debug messages are processed.
193    */
194   typedef void (*DebugMessageDispatchHandler)();
195 
196   // Set a C debug event listener.
197   static bool SetDebugEventListener(EventCallback that,
198                                     Handle<Value> data = Handle<Value>());
199 
200   // Set a JavaScript debug event listener.
201   static bool SetDebugEventListener(v8::Handle<v8::Object> that,
202                                     Handle<Value> data = Handle<Value>());
203 
204   // Break execution of JavaScript.
205   static void DebugBreak();
206 
207   // Message based interface. The message protocol is JSON. NOTE the message
208   // handler thread is not supported any more parameter must be false.
209   static void SetMessageHandler(MessageHandler handler,
210                                 bool message_handler_thread = false);
211   static void SetMessageHandler2(MessageHandler2 handler);
212   static void SendCommand(const uint16_t* command, int length,
213                           ClientData* client_data = NULL);
214 
215   // Dispatch interface.
216   static void SetHostDispatchHandler(HostDispatchHandler handler,
217                                      int period = 100);
218 
219   /**
220    * Register a callback function to be called when a debug message has been
221    * received and is ready to be processed. For the debug messages to be
222    * processed V8 needs to be entered, and in certain embedding scenarios this
223    * callback can be used to make sure V8 is entered for the debug message to
224    * be processed. Note that debug messages will only be processed if there is
225    * a V8 break. This can happen automatically by using the option
226    * --debugger-auto-break.
227    * \param provide_locker requires that V8 acquires v8::Locker for you before
228    *        calling handler
229    */
230   static void SetDebugMessageDispatchHandler(
231       DebugMessageDispatchHandler handler, bool provide_locker = false);
232 
233  /**
234   * Run a JavaScript function in the debugger.
235   * \param fun the function to call
236   * \param data passed as second argument to the function
237   * With this call the debugger is entered and the function specified is called
238   * with the execution state as the first argument. This makes it possible to
239   * get access to information otherwise not available during normal JavaScript
240   * execution e.g. details on stack frames. The following example show a
241   * JavaScript function which when passed to v8::Debug::Call will return the
242   * current line of JavaScript execution.
243   *
244   * \code
245   *   function frame_source_line(exec_state) {
246   *     return exec_state.frame(0).sourceLine();
247   *   }
248   * \endcode
249   */
250   static Local<Value> Call(v8::Handle<v8::Function> fun,
251                             Handle<Value> data = Handle<Value>());
252 
253   /**
254    * Returns a mirror object for the given object.
255    */
256   static Local<Value> GetMirror(v8::Handle<v8::Value> obj);
257 
258  /**
259   * Enable the V8 builtin debug agent. The debugger agent will listen on the
260   * supplied TCP/IP port for remote debugger connection.
261   * \param name the name of the embedding application
262   * \param port the TCP/IP port to listen on
263   * \param wait_for_connection whether V8 should pause on a first statement
264   *   allowing remote debugger to connect before anything interesting happened
265   */
266   static bool EnableAgent(const char* name, int port,
267                           bool wait_for_connection = false);
268 
269   /**
270    * Makes V8 process all pending debug messages.
271    *
272    * From V8 point of view all debug messages come asynchronously (e.g. from
273    * remote debugger) but they all must be handled synchronously: V8 cannot
274    * do 2 things at one time so normal script execution must be interrupted
275    * for a while.
276    *
277    * Generally when message arrives V8 may be in one of 3 states:
278    * 1. V8 is running script; V8 will automatically interrupt and process all
279    * pending messages (however auto_break flag should be enabled);
280    * 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated
281    * to reading and processing debug messages;
282    * 3. V8 is not running at all or has called some long-working C++ function;
283    * by default it means that processing of all debug message will be deferred
284    * until V8 gets control again; however, embedding application may improve
285    * this by manually calling this method.
286    *
287    * It makes sense to call this method whenever a new debug message arrived and
288    * V8 is not already running. Method v8::Debug::SetDebugMessageDispatchHandler
289    * should help with the former condition.
290    *
291    * Technically this method in many senses is equivalent to executing empty
292    * script:
293    * 1. It does nothing except for processing all pending debug messages.
294    * 2. It should be invoked with the same precautions and from the same context
295    * as V8 script would be invoked from, because:
296    *   a. with "evaluate" command it can do whatever normal script can do,
297    *   including all native calls;
298    *   b. no other thread should call V8 while this method is running
299    *   (v8::Locker may be used here).
300    *
301    * "Evaluate" debug command behavior currently is not specified in scope
302    * of this method.
303    */
304   static void ProcessDebugMessages();
305 };
306 
307 
308 }  // namespace v8
309 
310 
311 #undef EXPORT
312 
313 
314 #endif  // V8_V8_DEBUG_H_
315