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node/src/debug-agent.cc at v1.8.0-commit · afshing/node · GitHub
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//
Copyright Fedor Indutny and other Node contributors.
//
//
Permission is hereby granted, free of charge, to any person obtaining a
//
copy of this software and associated documentation files (the
//
"Software"), to deal in the Software without restriction, including
//
without limitation the rights to use, copy, modify, merge, publish,
//
distribute, sublicense, and/or sell copies of the Software, and to permit
//
persons to whom the Software is furnished to do so, subject to the
//
following conditions:
//
//
The above copyright notice and this permission notice shall be included
//
in all copies or substantial portions of the Software.
//
//
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
//
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
//
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
//
NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
//
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
//
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
//
USE OR OTHER DEALINGS IN THE SOFTWARE.
#
include
"
debug-agent.h
"
#
include
"
node.h
"
#
include
"
node_internals.h
"
//
ARRAY_SIZE
#
include
"
env.h
"
#
include
"
env-inl.h
"
#
include
"
v8.h
"
#
include
"
v8-debug.h
"
#
include
"
util.h
"
#
include
"
util-inl.h
"
#
include
<
string.h
>
namespace
node
{
namespace
debugger
{
using
v8::Context;
using
v8::Function;
using
v8::FunctionCallbackInfo;
using
v8::FunctionTemplate;
using
v8::Handle;
using
v8::HandleScope;
using
v8::Integer;
using
v8::Isolate;
using
v8::Local;
using
v8::Locker;
using
v8::Object;
using
v8::String;
using
v8::Value;
Agent::Agent
(Environment* env) : state_(
kNone
),
port_
(
5858
),
wait_(
false
),
parent_env_(env),
child_env_(
nullptr
),
dispatch_handler_(
nullptr
) {
int
err;
err =
uv_sem_init
(&start_sem_,
0
);
CHECK_EQ
(err,
0
);
err =
uv_mutex_init
(&message_mutex_);
CHECK_EQ
(err,
0
);
}
Agent::~Agent
() {
Stop
();
uv_sem_destroy
(&start_sem_);
uv_mutex_destroy
(&message_mutex_);
while
(AgentMessage* msg = messages_.
PopFront
())
delete
msg;
}
bool
Agent::Start
(
int
port,
bool
wait) {
int
err;
if
(state_ ==
kRunning
)
return
false
;
err =
uv_loop_init
(&child_loop_);
if
(err !=
0
)
goto
loop_init_failed;
//
Interruption signal handler
err =
uv_async_init
(&child_loop_, &child_signal_, ChildSignalCb);
if
(err !=
0
)
goto
async_init_failed;
uv_unref
(
reinterpret_cast
<
uv_handle_t
*>(&child_signal_));
port_ = port;
wait_ = wait;
err =
uv_thread_create
(&thread_,
reinterpret_cast
<uv_thread_cb>(ThreadCb),
this
);
if
(err !=
0
)
goto
thread_create_failed;
uv_sem_wait
(&start_sem_);
state_ =
kRunning
;
return
true
;
thread_create_failed:
uv_close
(
reinterpret_cast
<
uv_handle_t
*>(&child_signal_),
nullptr
);
async_init_failed:
err =
uv_loop_close
(&child_loop_);
CHECK_EQ
(err,
0
);
loop_init_failed:
return
false
;
}
void
Agent::Enable
() {
v8::Debug::SetMessageHandler
(MessageHandler);
//
Assign environment to the debugger's context
//
NOTE: The debugger context is created after `SetMessageHandler()` call
parent_env
()->
AssignToContext
(
v8::Debug::GetDebugContext
());
}
void
Agent::Stop
() {
int
err;
if
(state_ !=
kRunning
) {
return
;
}
v8::Debug::SetMessageHandler
(
nullptr
);
//
Send empty message to terminate things
EnqueueMessage
(
new
AgentMessage
(
nullptr
,
0
));
//
Signal worker thread to make it stop
err =
uv_async_send
(&child_signal_);
CHECK_EQ
(err,
0
);
err =
uv_thread_join
(&thread_);
CHECK_EQ
(err,
0
);
uv_close
(
reinterpret_cast
<
uv_handle_t
*>(&child_signal_),
nullptr
);
uv_run
(&child_loop_,
UV_RUN_NOWAIT
);
err =
uv_loop_close
(&child_loop_);
CHECK_EQ
(err,
0
);
state_ =
kNone
;
}
void
Agent::WorkerRun
() {
static
const
char
* argv[] = {
"
node
"
,
"
--debug-agent
"
};
Isolate* isolate =
Isolate::New
();
{
Locker
locker
(isolate);
Isolate::Scope
isolate_scope
(isolate);
HandleScope
handle_scope
(isolate);
Local<Context> context =
Context::New
(isolate);
Context::Scope
context_scope
(context);
Environment* env =
CreateEnvironment
(
isolate,
&child_loop_,
context,
ARRAY_SIZE
(argv),
argv,
ARRAY_SIZE
(argv),
argv);
child_env_ = env;
//
Expose API
InitAdaptor
(env);
LoadEnvironment
(env);
CHECK_EQ
(&child_loop_, env->
event_loop
());
uv_run
(&child_loop_,
UV_RUN_DEFAULT
);
//
Clean-up peristent
api_.
Reset
();
//
Clean-up all running handles
env->
CleanupHandles
();
env->
Dispose
();
env =
nullptr
;
}
isolate->
Dispose
();
}
void
Agent::InitAdaptor
(Environment* env) {
Isolate* isolate = env->
isolate
();
HandleScope
scope
(isolate);
//
Create API adaptor
Local<FunctionTemplate> t =
FunctionTemplate::New
(isolate);
t->
InstanceTemplate
()->
SetInternalFieldCount
(
1
);
t->
SetClassName
(
String::NewFromUtf8
(isolate,
"
DebugAPI
"
));
NODE_SET_PROTOTYPE_METHOD
(t,
"
notifyListen
"
, NotifyListen);
NODE_SET_PROTOTYPE_METHOD
(t,
"
notifyWait
"
, NotifyWait);
NODE_SET_PROTOTYPE_METHOD
(t,
"
sendCommand
"
, SendCommand);
Local<Object> api = t->
GetFunction
()->
NewInstance
();
api->
SetAlignedPointerInInternalField
(
0
,
this
);
api->
Set
(
String::NewFromUtf8
(isolate,
"
port
"
),
Integer::New
(isolate, port_));
env->
process_object
()->
Set
(
String::NewFromUtf8
(isolate,
"
_debugAPI
"
), api);
api_.
Reset
(env->
isolate
(), api);
}
Agent*
Agent::Unwrap
(
const
v8::FunctionCallbackInfo<v8::Value>& args) {
void
* ptr = args.
Holder
()->
GetAlignedPointerFromInternalField
(
0
);
return
reinterpret_cast
<Agent*>(ptr);
}
void
Agent::NotifyListen
(
const
FunctionCallbackInfo<Value>& args) {
Agent* a =
Unwrap
(args);
//
Notify other thread that we are ready to process events
uv_sem_post
(&a->
start_sem_
);
}
void
Agent::NotifyWait
(
const
FunctionCallbackInfo<Value>& args) {
Agent* a =
Unwrap
(args);
a->
wait_
=
false
;
int
err =
uv_async_send
(&a->
child_signal_
);
CHECK_EQ
(err,
0
);
}
void
Agent::SendCommand
(
const
FunctionCallbackInfo<Value>& args) {
Agent* a =
Unwrap
(args);
Environment* env = a->
child_env
();
HandleScope
scope
(env->
isolate
());
String::Value
v
(args[
0
]);
v8::Debug::SendCommand
(a->
parent_env
()->
isolate
(), *v, v.
length
());
if
(a->
dispatch_handler_
!=
nullptr
)
a->
dispatch_handler_
(a->
parent_env
());
}
void
Agent::ThreadCb
(Agent* agent) {
agent->
WorkerRun
();
}
void
Agent::ChildSignalCb
(
uv_async_t
* signal) {
Agent* a =
ContainerOf
(&Agent::child_signal_, signal);
Isolate* isolate = a->
child_env
()->
isolate
();
HandleScope
scope
(isolate);
Local<Object> api =
PersistentToLocal
(isolate, a->
api_
);
uv_mutex_lock
(&a->
message_mutex_
);
while
(AgentMessage* msg = a->
messages_
.
PopFront
()) {
//
Time to close everything
if
(msg->
data
() ==
nullptr
) {
delete
msg;
MakeCallback
(isolate, api,
"
onclose
"
,
0
,
nullptr
);
break
;
}
//
Waiting for client, do not send anything just yet
//
TODO(indutny): move this to js-land
if
(a->
wait_
) {
a->
messages_
.
PushFront
(msg);
//
Push message back into the ready queue.
break
;
}
Local<Value> argv[] = {
String::NewFromTwoByte
(isolate,
msg->
data
(),
String::
kNormalString
,
msg->
length
())
};
//
Emit message
MakeCallback
(isolate,
api,
"
onmessage
"
,
ARRAY_SIZE
(argv),
argv);
delete
msg;
}
uv_mutex_unlock
(&a->
message_mutex_
);
}
void
Agent::EnqueueMessage
(AgentMessage* message) {
uv_mutex_lock
(&message_mutex_);
messages_.
PushBack
(message);
uv_mutex_unlock
(&message_mutex_);
uv_async_send
(&child_signal_);
}
void
Agent::MessageHandler
(
const
v8::Debug::Message& message) {
Isolate* isolate = message.
GetIsolate
();
Environment* env =
Environment::GetCurrent
(isolate);
Agent* a = env->
debugger_agent
();
CHECK_NE
(a,
nullptr
);
CHECK_EQ
(isolate, a->
parent_env
()->
isolate
());
HandleScope
scope
(isolate);
Local<String> json = message.
GetJSON
();
String::Value
v
(json);
AgentMessage* msg =
new
AgentMessage
(*v, v.
length
());
a->
EnqueueMessage
(msg);
}
}
//
namespace debugger
}
//
namespace node
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