Team Fortress 2 Source Code as on 22/4/2020
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// Copyright 2008 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef V8_V8_DEBUG_H_
#define V8_V8_DEBUG_H_
#include "v8.h"
/**
* 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, CompileError = 6, PromiseEvent = 7, AsyncTaskEvent = 8, BreakForCommand = 9 };
class V8_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 Isolate* GetIsolate() 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_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 (*EventCallback)(const EventDetails& event_details);
/**
* Debug message callback function. * * \param message the debug message handler message object * * A MessageHandler2 does not take possession of the message data, * and must not rely on the data persisting after the handler returns. */ typedef void (*MessageHandler)(const Message& message);
/**
* Callback function for the host to ensure debug messages are processed. */ typedef void (*DebugMessageDispatchHandler)();
static bool SetDebugEventListener(EventCallback that, Handle<Value> data = Handle<Value>());
// Schedule a debugger break to happen when JavaScript code is run
// in the given isolate.
static void DebugBreak(Isolate* isolate);
// Remove scheduled debugger break in given isolate if it has not
// happened yet.
static void CancelDebugBreak(Isolate* isolate);
// Check if a debugger break is scheduled in the given isolate.
static bool CheckDebugBreak(Isolate* isolate);
// 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 EventCallback2 at the moment when the VM actually
// stops.
static void DebugBreakForCommand(Isolate* isolate, ClientData* data);
// Message based interface. The message protocol is JSON.
static void SetMessageHandler(MessageHandler handler);
static void SendCommand(Isolate* isolate, const uint16_t* command, int length, ClientData* client_data = NULL);
/**
* 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);
/**
* 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; * 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. * * 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();
/**
* Enable/disable LiveEdit functionality for the given Isolate * (default Isolate if not provided). V8 will abort if LiveEdit is * unexpectedly used. LiveEdit is enabled by default. */ static void SetLiveEditEnabled(Isolate* isolate, bool enable); };
} // namespace v8
#undef EXPORT
#endif // V8_V8_DEBUG_H_
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