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-rw-r--r--v8/src/debug.cc2229
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diff --git a/v8/src/debug.cc b/v8/src/debug.cc
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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 {
-
-#ifdef ENABLE_DEBUGGER_SUPPORT
-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();
-}
-
-#endif // ENABLE_DEBUGGER_SUPPORT
-
-} } // namespace v8::internal