haiku/src/apps/debugger/controllers/TeamDebugger.h

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/*
* Copyright 2009, Ingo Weinhold, ingo_weinhold@gmx.de.
* Copyright 2013-2016, Rene Gollent, rene@gollent.com.
* Distributed under the terms of the MIT License.
*/
#ifndef TEAM_DEBUGGER_H
#define TEAM_DEBUGGER_H
#include <debugger.h>
#include <Looper.h>
#include <debug_support.h>
#include "DebugEvent.h"
#include "Jobs.h"
#include "Team.h"
#include "TeamSettings.h"
#include "ThreadHandler.h"
#include "UserInterface.h"
#include "Worker.h"
class DebuggerInterface;
class DebugReportGenerator;
class FileManager;
class SettingsManager;
class TeamDebugInfo;
class TeamMemoryBlockManager;
class Thread;
class WatchpointManager;
class TeamDebugger : public BLooper, private UserInterfaceListener,
private JobListener, private Team::Listener {
public:
class Listener;
public:
TeamDebugger(Listener* listener,
UserInterface* userInterface,
SettingsManager* settingsManager);
~TeamDebugger();
status_t Init(DebuggerInterface* interface,
thread_id threadID, int argc,
const char* const* argv,
bool stopInMain);
void Activate();
team_id TeamID() const { return fTeamID; }
int ArgumentCount() const
{ return fCommandLineArgc; }
const char** Arguments() const
{ return fCommandLineArgv; }
virtual void MessageReceived(BMessage* message);
private:
// UserInterfaceListener
* Worker: - Made Job Referenceable. - Turned JobKey into an abstract base class to add flexibility. The new SimpleJobKey is a subclass with the former functionality. * TeamWindow: Removed the TeamWindow* parameter from the listener hooks. The TeamDebugger knows anyway. * Added IDs to Variable, Function, and FunctionInstance. The latter two generate the ID on the fly, Variable stores it. * SpecificImageDebugInfo::CreateFrame(): Changed FunctionDebugInfo* debug parameter to FunctionInstance* to provide more info (the function ID). * DwarfInterfaceFactory/DwarfImageDebugInfo: - Added class DwarfFunctionParameterID, an ID class implementation for function parameters and set the IDs on the parameter objects. - Retrieve the size of a type (i.e. the size of its objects) and store it in DwarfType. - If a parameter's ValueLocation doesn't have a size, set that of the respective type. - Map the register indicies in the parameters' ValueLocations from DWARF to our indices. * Added class TypeComponentPath for identifying subcomponents in types. * Added class StackFrameValues, a container associating variables and their subcomponents with values. * StackFrame does now have a StackFrameValues object for parameters and local variables and a mechanism to notify listeners when values have been retrieved. * Added GetStackFrameValueJob to retrieve variable values. Lots of functionality is missing yet. Most notably it doesn't retrieves values for subcomponents. * Wired everything to trigger loading of variable values and getting notified when done. * VariablesView: Added a value column. This is all very basic and has to be done differently, but at least values for the parameters can be seen already. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@31636 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-07-19 03:52:16 +04:00
virtual void FunctionSourceCodeRequested(
FunctionInstance* function,
bool forceDisassembly = false);
virtual void SourceEntryLocateRequested(
const char* sourcePath,
const char* locatedPath);
virtual void SourceEntryInvalidateRequested(
LocatableFile* sourceFile);
* Worker: - Made Job Referenceable. - Turned JobKey into an abstract base class to add flexibility. The new SimpleJobKey is a subclass with the former functionality. * TeamWindow: Removed the TeamWindow* parameter from the listener hooks. The TeamDebugger knows anyway. * Added IDs to Variable, Function, and FunctionInstance. The latter two generate the ID on the fly, Variable stores it. * SpecificImageDebugInfo::CreateFrame(): Changed FunctionDebugInfo* debug parameter to FunctionInstance* to provide more info (the function ID). * DwarfInterfaceFactory/DwarfImageDebugInfo: - Added class DwarfFunctionParameterID, an ID class implementation for function parameters and set the IDs on the parameter objects. - Retrieve the size of a type (i.e. the size of its objects) and store it in DwarfType. - If a parameter's ValueLocation doesn't have a size, set that of the respective type. - Map the register indicies in the parameters' ValueLocations from DWARF to our indices. * Added class TypeComponentPath for identifying subcomponents in types. * Added class StackFrameValues, a container associating variables and their subcomponents with values. * StackFrame does now have a StackFrameValues object for parameters and local variables and a mechanism to notify listeners when values have been retrieved. * Added GetStackFrameValueJob to retrieve variable values. Lots of functionality is missing yet. Most notably it doesn't retrieves values for subcomponents. * Wired everything to trigger loading of variable values and getting notified when done. * VariablesView: Added a value column. This is all very basic and has to be done differently, but at least values for the parameters can be seen already. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@31636 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-07-19 03:52:16 +04:00
virtual void ImageDebugInfoRequested(Image* image);
* EnumerationValue -> EnumeratorValue * Since some types don't have names (e.g. pointer types or anonymous structs or unions), each type does now also have a unique ID. The global type cache registers types by ID and by name (if they have one). This fixes clashes of types with empty names. * Completely refactored the code dealing with variable values. Formerly we had Variable and TypeComponentPath to navigate to a component, mapped to a BVariant representing the value. Now we have: * Interface Value with various subclasses (BoolValue, IntegerValue, etc.) to represent a value, with the flexibility for more esoteric values. * A tree of ValueNode+ValueNodeChild objects to represent the components of a variable. On top of each ValueNodeChild sits a ValueNode representing the value of the component, potentially having ValueNodeChild children. This should allow casting a component value, simply by replacing its ValueNode. * Interface ValueHandler and various implementations for the different value types. It is basically a factory for classes allowing to format/display a value. * ValueHandlerRoster -- a registry for ValueHandlers, finding the best one for a given value. * Interface TypeHandler and various implementions for the different type kinds (primitive, compound, address, etc.). It is basically a factory for ValueNodes for that type. * TypeHandlerRoster -- a registry for TypeHandlers, finding the best one for a given type. That's still a bit work in progress. It introduces at least one regression: The VariablesView doesn't save/restore its state anymore. Will take a while until that is added back. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33907 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-11-05 21:15:21 +03:00
virtual void ValueNodeValueRequested(CpuState* cpuState,
ValueNodeContainer* container,
ValueNode* valueNode);
virtual void ValueNodeWriteRequested(ValueNode* node,
CpuState* state,
Value* newValue);
* Worker: - Made Job Referenceable. - Turned JobKey into an abstract base class to add flexibility. The new SimpleJobKey is a subclass with the former functionality. * TeamWindow: Removed the TeamWindow* parameter from the listener hooks. The TeamDebugger knows anyway. * Added IDs to Variable, Function, and FunctionInstance. The latter two generate the ID on the fly, Variable stores it. * SpecificImageDebugInfo::CreateFrame(): Changed FunctionDebugInfo* debug parameter to FunctionInstance* to provide more info (the function ID). * DwarfInterfaceFactory/DwarfImageDebugInfo: - Added class DwarfFunctionParameterID, an ID class implementation for function parameters and set the IDs on the parameter objects. - Retrieve the size of a type (i.e. the size of its objects) and store it in DwarfType. - If a parameter's ValueLocation doesn't have a size, set that of the respective type. - Map the register indicies in the parameters' ValueLocations from DWARF to our indices. * Added class TypeComponentPath for identifying subcomponents in types. * Added class StackFrameValues, a container associating variables and their subcomponents with values. * StackFrame does now have a StackFrameValues object for parameters and local variables and a mechanism to notify listeners when values have been retrieved. * Added GetStackFrameValueJob to retrieve variable values. Lots of functionality is missing yet. Most notably it doesn't retrieves values for subcomponents. * Wired everything to trigger loading of variable values and getting notified when done. * VariablesView: Added a value column. This is all very basic and has to be done differently, but at least values for the parameters can be seen already. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@31636 a95241bf-73f2-0310-859d-f6bbb57e9c96
2009-07-19 03:52:16 +04:00
virtual void ThreadActionRequested(thread_id threadID,
uint32 action, target_addr_t address);
virtual void SetBreakpointRequested(target_addr_t address,
bool enabled, bool hidden = false);
virtual void SetBreakpointEnabledRequested(
UserBreakpoint* breakpoint,
bool enabled);
virtual void SetBreakpointConditionRequested(
UserBreakpoint* breakpoint,
const char* condition);
virtual void ClearBreakpointConditionRequested(
UserBreakpoint* breakpoint);
virtual void ClearBreakpointRequested(target_addr_t address);
virtual void ClearBreakpointRequested(
UserBreakpoint* breakpoint);
virtual void SetStopOnImageLoadRequested(bool enabled,
bool useImageNames);
virtual void AddStopImageNameRequested(
const char* name);
virtual void RemoveStopImageNameRequested(
const char* name);
virtual void SetDefaultSignalDispositionRequested(
int32 disposition);
virtual void SetCustomSignalDispositionRequested(
int32 signal, int32 disposition);
virtual void RemoveCustomSignalDispositionRequested(
int32 signal);
virtual void SetWatchpointRequested(target_addr_t address,
uint32 type, int32 length, bool enabled);
virtual void SetWatchpointEnabledRequested(
Watchpoint *watchpoint, bool enabled);
virtual void ClearWatchpointRequested(target_addr_t address);
virtual void ClearWatchpointRequested(
Watchpoint* breakpoint);
virtual void InspectRequested(target_addr_t address,
TeamMemoryBlock::Listener* listener);
virtual void MemoryWriteRequested(target_addr_t address,
const void* data, target_size_t size);
virtual void ExpressionEvaluationRequested(
SourceLanguage* language,
ExpressionInfo* info,
StackFrame* frame = NULL,
::Thread* thread = NULL);
virtual void DebugReportRequested(entry_ref* targetPath);
virtual void TeamRestartRequested();
virtual bool UserInterfaceQuitRequested(
QuitOption quitOption);
// JobListener
virtual void JobStarted(Job* job);
virtual void JobDone(Job* job);
virtual void JobWaitingForInput(Job* job);
virtual void JobFailed(Job* job);
virtual void JobAborted(Job* job);
// Team::Listener
virtual void ThreadStateChanged(
const ::Team::ThreadEvent& event);
virtual void ThreadCpuStateChanged(
const ::Team::ThreadEvent& event);
virtual void ThreadStackTraceChanged(
const ::Team::ThreadEvent& event);
virtual void ImageDebugInfoChanged(
const ::Team::ImageEvent& event);
private:
struct ImageHandler;
struct ImageHandlerHashDefinition;
struct ImageInfoPendingThread;
struct ImageInfoPendingThreadHashDefinition;
typedef BOpenHashTable<ImageHandlerHashDefinition> ImageHandlerTable;
typedef BOpenHashTable<ImageInfoPendingThreadHashDefinition>
ImageInfoPendingThreadTable;
private:
static status_t _DebugEventListenerEntry(void* data);
status_t _DebugEventListener();
void _HandleDebuggerMessage(DebugEvent* event);
bool _HandleTeamDeleted(
TeamDeletedEvent* event);
bool _HandleThreadCreated(
ThreadCreatedEvent* event);
bool _HandleThreadRenamed(
ThreadRenamedEvent* event);
bool _HandleThreadPriorityChanged(
ThreadPriorityChangedEvent* event);
bool _HandleThreadDeleted(
ThreadDeletedEvent* event);
bool _HandleImageCreated(
ImageCreatedEvent* event);
bool _HandleImageDeleted(
ImageDeletedEvent* event);
bool _HandlePostSyscall(
PostSyscallEvent* event);
void _PrepareForTeamExec(TeamExecEvent* event);
void _HandleImageDebugInfoChanged(image_id imageID);
void _HandleImageFileChanged(image_id imageID);
void _HandleSetUserBreakpoint(target_addr_t address,
bool enabled, bool hidden);
void _HandleSetUserBreakpoint(
UserBreakpoint* breakpoint, bool enabled);
void _HandleClearUserBreakpoint(
target_addr_t address);
void _HandleClearUserBreakpoint(
UserBreakpoint* breakpoint);
void _HandleSetWatchpoint(target_addr_t address,
uint32 type, int32 length, bool enabled);
void _HandleSetWatchpoint(
Watchpoint* watchpoint, bool enabled);
void _HandleClearWatchpoint( target_addr_t address);
void _HandleClearWatchpoint(Watchpoint* watchpoint);
void _HandleInspectAddress(
target_addr_t address,
TeamMemoryBlock::Listener* listener);
void _HandleWriteMemory(
target_addr_t address, void* data,
target_size_t size);
void _HandleEvaluateExpression(
SourceLanguage* language,
ExpressionInfo* info,
StackFrame* frame,
::Thread* thread);
status_t _HandleSetArguments(int argc,
const char* const* argv);
void _HandleDebugInfoJobUserInput(
ImageDebugInfoLoadingState* state);
ThreadHandler* _GetThreadHandler(thread_id threadID);
status_t _AddImage(const ImageInfo& imageInfo,
Image** _image = NULL);
void _LoadSettings();
void _SaveSettings();
void _NotifyUser(const char* title,
const char* text,...);
void _ResetUserBackgroundStatusIfNeeded();
// updates user interface to
// ready/completed message
// for background work status
private:
Listener* fListener;
SettingsManager* fSettingsManager;
::Team* fTeam;
team_id fTeamID;
ThreadHandlerTable fThreadHandlers;
// protected by the team lock
ImageHandlerTable* fImageHandlers;
ImageInfoPendingThreadTable* fImageInfoPendingThreads;
DebuggerInterface* fDebuggerInterface;
TeamDebugInfo* fTeamDebugInfo;
FileManager* fFileManager;
Worker* fWorker;
BreakpointManager* fBreakpointManager;
WatchpointManager* fWatchpointManager;
TeamMemoryBlockManager*
fMemoryBlockManager;
DebugReportGenerator*
fReportGenerator;
thread_id fDebugEventListener;
UserInterface* fUserInterface;
volatile bool fTerminating;
bool fKillTeamOnQuit;
TeamSettings fTeamSettings;
int fCommandLineArgc;
const char** fCommandLineArgv;
bool fExecPending;
};
class TeamDebugger::Listener {
public:
virtual ~Listener();
virtual void TeamDebuggerStarted(TeamDebugger* debugger) = 0;
virtual void TeamDebuggerRestartRequested(
TeamDebugger* debugger) = 0;
virtual void TeamDebuggerQuit(TeamDebugger* debugger) = 0;
};
#endif // TEAM_DEBUGGER_H