v8-debug.h revision 3bec4d28b1f388dbc06a9c4276e1a03e86c52b04
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
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13//       contributors may be used to endorse or promote products derived
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15//
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17// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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27
28#ifndef V8_V8_DEBUG_H_
29#define V8_V8_DEBUG_H_
30
31#include "v8.h"
32
33#ifdef _WIN32
34typedef int int32_t;
35typedef unsigned int uint32_t;
36typedef unsigned short uint16_t;  // NOLINT
37typedef 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 */
70namespace v8 {
71
72// Debug events which can occur in the V8 JavaScript engine.
73enum DebugEvent {
74  Break = 1,
75  Exception = 2,
76  NewFunction = 3,
77  BeforeCompile = 4,
78  AfterCompile  = 5,
79  ScriptCollected = 6,
80  BreakForCommand = 7
81};
82
83
84class EXPORT Debug {
85 public:
86  /**
87   * A client object passed to the v8 debugger whose ownership will be taken by
88   * it. v8 is always responsible for deleting the object.
89   */
90  class ClientData {
91   public:
92    virtual ~ClientData() {}
93  };
94
95
96  /**
97   * A message object passed to the debug message handler.
98   */
99  class Message {
100   public:
101    /**
102     * Check type of message.
103     */
104    virtual bool IsEvent() const = 0;
105    virtual bool IsResponse() const = 0;
106    virtual DebugEvent GetEvent() const = 0;
107
108    /**
109     * Indicate whether this is a response to a continue command which will
110     * start the VM running after this is processed.
111     */
112    virtual bool WillStartRunning() const = 0;
113
114    /**
115     * Access to execution state and event data. Don't store these cross
116     * callbacks as their content becomes invalid. These objects are from the
117     * debugger event that started the debug message loop.
118     */
119    virtual Handle<Object> GetExecutionState() const = 0;
120    virtual Handle<Object> GetEventData() const = 0;
121
122    /**
123     * Get the debugger protocol JSON.
124     */
125    virtual Handle<String> GetJSON() const = 0;
126
127    /**
128     * Get the context active when the debug event happened. Note this is not
129     * the current active context as the JavaScript part of the debugger is
130     * running in it's own context which is entered at this point.
131     */
132    virtual Handle<Context> GetEventContext() const = 0;
133
134    /**
135     * Client data passed with the corresponding request if any. This is the
136     * client_data data value passed into Debug::SendCommand along with the
137     * request that led to the message or NULL if the message is an event. The
138     * debugger takes ownership of the data and will delete it even if there is
139     * no message handler.
140     */
141    virtual ClientData* GetClientData() const = 0;
142
143    virtual ~Message() {}
144  };
145
146
147  /**
148   * An event details object passed to the debug event listener.
149   */
150  class EventDetails {
151   public:
152    /**
153     * Event type.
154     */
155    virtual DebugEvent GetEvent() const = 0;
156
157    /**
158     * Access to execution state and event data of the debug event. Don't store
159     * these cross callbacks as their content becomes invalid.
160     */
161    virtual Handle<Object> GetExecutionState() const = 0;
162    virtual Handle<Object> GetEventData() const = 0;
163
164    /**
165     * Get the context active when the debug event happened. Note this is not
166     * the current active context as the JavaScript part of the debugger is
167     * running in it's own context which is entered at this point.
168     */
169    virtual Handle<Context> GetEventContext() const = 0;
170
171    /**
172     * Client data passed with the corresponding callbak whet it was registered.
173     */
174    virtual Handle<Value> GetCallbackData() const = 0;
175
176    /**
177     * Client data passed to DebugBreakForCommand function. The
178     * debugger takes ownership of the data and will delete it even if
179     * there is no message handler.
180     */
181    virtual ClientData* GetClientData() const = 0;
182
183    virtual ~EventDetails() {}
184  };
185
186
187  /**
188   * Debug event callback function.
189   *
190   * \param event the type of the debug event that triggered the callback
191   *   (enum DebugEvent)
192   * \param exec_state execution state (JavaScript object)
193   * \param event_data event specific data (JavaScript object)
194   * \param data value passed by the user to SetDebugEventListener
195   */
196  typedef void (*EventCallback)(DebugEvent event,
197                                Handle<Object> exec_state,
198                                Handle<Object> event_data,
199                                Handle<Value> data);
200
201  /**
202   * Debug event callback function.
203   *
204   * \param event_details object providing information about the debug event
205   *
206   * A EventCallback2 does not take possession of the event data,
207   * and must not rely on the data persisting after the handler returns.
208   */
209  typedef void (*EventCallback2)(const EventDetails& event_details);
210
211  /**
212   * Debug message callback function.
213   *
214   * \param message the debug message handler message object
215   * \param length length of the message
216   * \param client_data the data value passed when registering the message handler
217
218   * A MessageHandler does not take possession of the message string,
219   * and must not rely on the data persisting after the handler returns.
220   *
221   * This message handler is deprecated. Use MessageHandler2 instead.
222   */
223  typedef void (*MessageHandler)(const uint16_t* message, int length,
224                                 ClientData* client_data);
225
226  /**
227   * Debug message callback function.
228   *
229   * \param message the debug message handler message object
230
231   * A MessageHandler does not take possession of the message data,
232   * and must not rely on the data persisting after the handler returns.
233   */
234  typedef void (*MessageHandler2)(const Message& message);
235
236  /**
237   * Debug host dispatch callback function.
238   */
239  typedef void (*HostDispatchHandler)();
240
241  /**
242   * Callback function for the host to ensure debug messages are processed.
243   */
244  typedef void (*DebugMessageDispatchHandler)();
245
246  // Set a C debug event listener.
247  static bool SetDebugEventListener(EventCallback that,
248                                    Handle<Value> data = Handle<Value>());
249  static bool SetDebugEventListener2(EventCallback2 that,
250                                     Handle<Value> data = Handle<Value>());
251
252  // Set a JavaScript debug event listener.
253  static bool SetDebugEventListener(v8::Handle<v8::Object> that,
254                                    Handle<Value> data = Handle<Value>());
255
256  // Break execution of JavaScript.
257  static void DebugBreak();
258
259  // Break execution of JavaScript (this method can be invoked from a
260  // non-VM thread) for further client command execution on a VM
261  // thread. Client data is then passed in EventDetails to
262  // EventCallback at the moment when the VM actually stops.
263  static void DebugBreakForCommand(ClientData* data = NULL);
264
265  // Message based interface. The message protocol is JSON. NOTE the message
266  // handler thread is not supported any more parameter must be false.
267  static void SetMessageHandler(MessageHandler handler,
268                                bool message_handler_thread = false);
269  static void SetMessageHandler2(MessageHandler2 handler);
270  static void SendCommand(const uint16_t* command, int length,
271                          ClientData* client_data = NULL);
272
273  // Dispatch interface.
274  static void SetHostDispatchHandler(HostDispatchHandler handler,
275                                     int period = 100);
276
277  /**
278   * Register a callback function to be called when a debug message has been
279   * received and is ready to be processed. For the debug messages to be
280   * processed V8 needs to be entered, and in certain embedding scenarios this
281   * callback can be used to make sure V8 is entered for the debug message to
282   * be processed. Note that debug messages will only be processed if there is
283   * a V8 break. This can happen automatically by using the option
284   * --debugger-auto-break.
285   * \param provide_locker requires that V8 acquires v8::Locker for you before
286   *        calling handler
287   */
288  static void SetDebugMessageDispatchHandler(
289      DebugMessageDispatchHandler handler, bool provide_locker = false);
290
291 /**
292  * Run a JavaScript function in the debugger.
293  * \param fun the function to call
294  * \param data passed as second argument to the function
295  * With this call the debugger is entered and the function specified is called
296  * with the execution state as the first argument. This makes it possible to
297  * get access to information otherwise not available during normal JavaScript
298  * execution e.g. details on stack frames. Receiver of the function call will
299  * be the debugger context global object, however this is a subject to change.
300  * The following example show a JavaScript function which when passed to
301  * v8::Debug::Call will return the current line of JavaScript execution.
302  *
303  * \code
304  *   function frame_source_line(exec_state) {
305  *     return exec_state.frame(0).sourceLine();
306  *   }
307  * \endcode
308  */
309  static Local<Value> Call(v8::Handle<v8::Function> fun,
310                            Handle<Value> data = Handle<Value>());
311
312  /**
313   * Returns a mirror object for the given object.
314   */
315  static Local<Value> GetMirror(v8::Handle<v8::Value> obj);
316
317 /**
318  * Enable the V8 builtin debug agent. The debugger agent will listen on the
319  * supplied TCP/IP port for remote debugger connection.
320  * \param name the name of the embedding application
321  * \param port the TCP/IP port to listen on
322  * \param wait_for_connection whether V8 should pause on a first statement
323  *   allowing remote debugger to connect before anything interesting happened
324  */
325  static bool EnableAgent(const char* name, int port,
326                          bool wait_for_connection = false);
327
328  /**
329   * Makes V8 process all pending debug messages.
330   *
331   * From V8 point of view all debug messages come asynchronously (e.g. from
332   * remote debugger) but they all must be handled synchronously: V8 cannot
333   * do 2 things at one time so normal script execution must be interrupted
334   * for a while.
335   *
336   * Generally when message arrives V8 may be in one of 3 states:
337   * 1. V8 is running script; V8 will automatically interrupt and process all
338   * pending messages (however auto_break flag should be enabled);
339   * 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated
340   * to reading and processing debug messages;
341   * 3. V8 is not running at all or has called some long-working C++ function;
342   * by default it means that processing of all debug message will be deferred
343   * until V8 gets control again; however, embedding application may improve
344   * this by manually calling this method.
345   *
346   * It makes sense to call this method whenever a new debug message arrived and
347   * V8 is not already running. Method v8::Debug::SetDebugMessageDispatchHandler
348   * should help with the former condition.
349   *
350   * Technically this method in many senses is equivalent to executing empty
351   * script:
352   * 1. It does nothing except for processing all pending debug messages.
353   * 2. It should be invoked with the same precautions and from the same context
354   * as V8 script would be invoked from, because:
355   *   a. with "evaluate" command it can do whatever normal script can do,
356   *   including all native calls;
357   *   b. no other thread should call V8 while this method is running
358   *   (v8::Locker may be used here).
359   *
360   * "Evaluate" debug command behavior currently is not specified in scope
361   * of this method.
362   */
363  static void ProcessDebugMessages();
364
365  /**
366   * Debugger is running in it's own context which is entered while debugger
367   * messages are being dispatched. This is an explicit getter for this
368   * debugger context. Note that the content of the debugger context is subject
369   * to change.
370   */
371  static Local<Context> GetDebugContext();
372};
373
374
375}  // namespace v8
376
377
378#undef EXPORT
379
380
381#endif  // V8_V8_DEBUG_H_
382