//---------------------------------------------------------------------------- // // Debuggee state buffers. // // Copyright (C) Microsoft Corporation, 1999-2002. // //---------------------------------------------------------------------------- #ifndef __STATEBUF_H__ #define __STATEBUF_H__ // Different WU_UPDATE qualifiers, sent in WPARAM. enum UpdateType { UPDATE_BUFFER, UPDATE_BP, UPDATE_EXEC, UPDATE_INPUT_REQUIRED, UPDATE_START_SESSION, UPDATE_END_SESSION, UPDATE_PROMPT_TEXT, UPDATE_EXIT, UPDATE_REFRESH_MODULES, UPDATE_REG_NAMES, }; typedef enum { MINVAL_WINDOW = 0, DOC_WINDOW, WATCH_WINDOW, LOCALS_WINDOW, CPU_WINDOW, DISASM_WINDOW, CMD_WINDOW, SCRATCH_PAD_WINDOW, MEM_WINDOW, QUICKW_WINDOW, CALLS_WINDOW, PROCESS_THREAD_WINDOW, MAXVAL_WINDOW, // Artificial values so there are well-defined bit // positions for state which is not tied to a specific window. EVENT_BIT, BP_BIT, BP_CMDS_BIT, FILTER_BIT, MODULE_BIT, ALIAS_BIT } WIN_TYPES, * PWIN_TYPES; #define FIRST_WINDOW ((WIN_TYPES)(MINVAL_WINDOW + 1)) #define LAST_WINDOW ((WIN_TYPES)(MAXVAL_WINDOW - 1)) #define ALL_WINDOWS 0xffffffff //---------------------------------------------------------------------------- // // StateBuffer. // // A state buffer is a dynamic container for data passed from // the engine thread to the UI thread. It may be used for // holding window content, in which case it will have an HWND // associated with it, or it can be an internal buffer for non-UI // purposes. // // A list of current window-associated state buffers is kept for // the engine to traverse when it is updating state for the UI. // The UI thread is the only thread that can add to this list. // The engine thread is the only thread that can remove a buffer // from the list. This is necessary for proper lifetime management // of dynamically-created buffers. // //---------------------------------------------------------------------------- class StateBuffer : public LIST_ENTRY { public: DBG_CRITICAL_SECTION m_Lock; WIN_TYPES m_enumType; HWND m_Win; ULONG m_UpdateTypes; UpdateType m_UpdateType; StateBuffer(ULONG ChangeBy); virtual ~StateBuffer(void); PVOID AddData(ULONG Len); BOOL AddString(PCSTR Str, BOOL SoftTerminate); void RemoveHead(ULONG Len); void RemoveMiddle(ULONG Start, ULONG Len); void RemoveTail(ULONG Len); HRESULT Resize(ULONG Len); void Free(void); void Empty(void) { m_DataUsed = 0; } HRESULT GetStatus(void) { return m_Status; } void SetStatus(HRESULT Status) { m_Status = Status; } ULONG GetReadRequest(void) { return m_ReadRequest; } ULONG GetReadDone(void) { return m_ReadDone; } void RequestRead(void) { InterlockedIncrement((LONG *)&m_ReadRequest); } void SetReadDone(ULONG Done) { m_ReadDone = Done; } PVOID GetDataBuffer(void) { return m_Data; } ULONG GetDataLen(void) { return m_DataUsed; } HRESULT Update(void); void UiRequestRead(void); HRESULT UiLockForRead(void); // Base implementation just returns S_OK for // buffers maintained in other ways. // ReadState should only be called in the engine thread. virtual HRESULT ReadState(void); protected: void SetNoData(void) { m_Data = NULL; m_DataLen = 0; Empty(); } ULONG m_ChangeBy; UINT m_UpdateMessage; HRESULT m_Status; ULONG m_ReadRequest; ULONG m_ReadDone; PBYTE m_Data; ULONG m_DataLen; ULONG m_DataUsed; }; //---------------------------------------------------------------------------- // // OutputToStateBuffer. // //---------------------------------------------------------------------------- class OutputToStateBuffer : public DefOutputCallbacks { public: OutputToStateBuffer(void) { m_Buffer = NULL; } void SetBuffer(StateBuffer* Buffer) { m_Buffer = Buffer; } HRESULT Start(BOOL Empty); HRESULT End(BOOL RemoveLastNewLine); ULONG GetLineCount(void) { return m_NewLineCount + m_PartialLine; } ULONG RecountLines(void) { m_NewLineCount = 0; AddLines((PSTR)m_Buffer->GetDataBuffer() + m_DataStart); return GetLineCount(); } void ReplaceChar(char From, char To); // IDebugOutputCallbacks. STDMETHOD(Output)( THIS_ IN ULONG Mask, IN PCSTR Text ); private: void AddLines(PCSTR Start); StateBuffer* m_Buffer; ULONG m_DataStart; HRESULT m_Status; ULONG m_NewLineCount; ULONG m_PartialLine; }; extern OutputToStateBuffer g_OutStateBuf; extern OutputToStateBuffer g_UiOutStateBuf; //---------------------------------------------------------------------------- // // Dynamic state buffers. // //---------------------------------------------------------------------------- extern LIST_ENTRY g_StateList; // Global lock for short operations where it doesn't matter // if the threads block on each other briefly. This lock should // not be held longer than a fraction of a second. // Used for protecting: // State buffer list. // g_Event values. extern DBG_CRITICAL_SECTION g_QuickLock; #define LockStateBuffer(Buffer) Dbg_EnterCriticalSection(&(Buffer)->m_Lock) #define UnlockStateBuffer(Buffer) Dbg_LeaveCriticalSection(&(Buffer)->m_Lock) #define AssertStateBufferLocked(Buffer) \ Assert(Dbg_CriticalSectionOwned(&(Buffer)->m_Lock)) extern ULONG64 g_CodeIp; // If g_CodeFileFound[0] == 0 no source file was found. extern char g_CodeFileFound[]; // If g_CodeSymFile[0] == 0 no source symbol information was found. extern char g_CodeSymFile[]; extern char g_CodePathComponent[]; extern ULONG g_CodeLine; extern BOOL g_CodeUserActivated; extern ULONG g_CodeBufferSequence; extern ULONG64 g_EventIp; extern ULONG g_CurSystemId; extern char g_CurSystemName[]; extern ULONG g_CurProcessId, g_CurProcessSysId; extern ULONG g_CurThreadId, g_CurThreadSysId; enum BpStateType { BP_ENABLED, BP_DISABLED, BP_NONE, BP_UNKNOWN }; struct BpBufferData { ULONG64 Offset; ULONG Id; ULONG Flags; ULONG Thread; ULONG Sequence; ULONG FileOffset; }; extern ULONG g_BpCount; extern StateBuffer* g_BpBuffer; extern ULONG g_BpTextOffset; extern StateBuffer* g_BpCmdsBuffer; extern StateBuffer* g_FilterTextBuffer; extern StateBuffer* g_FilterBuffer; extern ULONG g_FilterArgsOffset; extern ULONG g_FilterCmdsOffset; extern ULONG g_FilterWspCmdsOffset; extern ULONG g_NumSpecEvents, g_NumSpecEx, g_NumArbEx; extern StateBuffer* g_ModuleBuffer; extern ULONG g_NumModules; extern StateBuffer* g_AliasBuffer; void FillCodeBuffer(ULONG64 Ip, BOOL UserActivated); void FillEventBuffer(void); void ReadStateBuffers(void); #define BUFFERS_ALL 0xffffffff void InvalidateStateBuffers(ULONG Types); void UpdateBufferWindows(ULONG Types, UpdateType Type); //---------------------------------------------------------------------------- // // Static state buffers. // //---------------------------------------------------------------------------- #define REGCUST_CHANGED_FIRST 0x00000001 #define REGCUST_NO_SUBREG 0x00000002 class RegisterNamesStateBuffer : public StateBuffer { public: RegisterNamesStateBuffer(void) : StateBuffer(128) { m_UpdateTypes = (1 << CPU_WINDOW); m_UpdateType = UPDATE_REG_NAMES; m_ProcType = IMAGE_FILE_MACHINE_UNKNOWN; m_NumRegisters = 0; m_RegisterMap = NULL; m_RegisterMapEntries = 0; m_Flags = 0; m_NamesOffset = 0; } virtual HRESULT ReadState(void); void GetRegisterMapText(HWND Edit); void ScanRegisterMapText(HWND Edit); void SetRegisterMap(ULONG Count, PUSHORT Data); USHORT MapUserToEngine(ULONG User) { return m_RegisterMap != NULL && User < m_RegisterMapEntries ? m_RegisterMap[User] : (USHORT)User; } USHORT MapEngineToUser(ULONG Eng); ULONG m_ProcType; ULONG m_NumRegisters; PUSHORT m_RegisterMap; ULONG m_RegisterMapEntries; ULONG m_Flags; ULONG m_NamesOffset; }; RegisterNamesStateBuffer* GetRegisterNames(ULONG ProcType); //---------------------------------------------------------------------------- // // UI thread state buffer. // // The UI thread has simple needs and so one state buffer for // output capture is sufficient. // //---------------------------------------------------------------------------- extern StateBuffer g_UiOutputCapture; #endif // #ifndef __STATEBUF_H__