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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:
     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 
    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