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@ -17,11 +17,6 @@ |
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#include <pwd.h> /* getpwnam() */ |
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#include <grp.h> /* getgrnam() */ |
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// waitpid
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#include <sys/types.h> |
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#include <sys/wait.h> |
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#include "platform.h" |
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#include <node_buffer.h> |
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@ -92,7 +87,6 @@ static ev_idle tick_spinner; |
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static bool need_tick_cb; |
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static Persistent<String> tick_callback_sym; |
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static ev_async enable_debug; |
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static ev_async eio_want_poll_notifier; |
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static ev_async eio_done_poll_notifier; |
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static ev_idle eio_poller; |
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@ -1868,41 +1862,6 @@ static void SignalExit(int signal) { |
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} |
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static void EnableDebugSignalHandler(int signal) { |
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// can't do much here, marshal this back into the main thread where we'll
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// enable the debugger.
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ev_async_send(EV_DEFAULT_UC_ &enable_debug); |
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} |
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static void EnableDebug(bool wait_connect) { |
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// Start the debug thread and it's associated TCP server on port 5858.
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bool r = Debug::EnableAgent("node " NODE_VERSION, debug_port); |
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if (wait_connect) { |
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// Set up an empty handler so v8 will not continue until a debugger
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// attaches. This is the same behavior as Debug::EnableAgent(_,_,true)
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// except we don't break at the beginning of the script.
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// see Debugger::StartAgent in debug.cc of v8/src
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Debug::SetMessageHandler2(node::DebugBreakMessageHandler); |
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} |
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// Crappy check that everything went well. FIXME
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assert(r); |
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// Print out some information.
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fprintf(stderr, "debugger listening on port %d\r\n", debug_port); |
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} |
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static void EnableDebug2(EV_P_ ev_async *watcher, int revents) { |
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assert(watcher == &enable_debug); |
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assert(revents == EV_ASYNC); |
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EnableDebug(false); |
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} |
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static int RegisterSignalHandler(int signal, void (*handler)(int)) { |
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struct sigaction sa; |
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@ -1913,57 +1872,6 @@ static int RegisterSignalHandler(int signal, void (*handler)(int)) { |
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} |
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static bool debugger_slave_running = false; |
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static void HandleDebugEvent(DebugEvent event, |
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Handle<Object> exec_state, |
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Handle<Object> event_data, |
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Handle<Value> data) { |
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HandleScope scope; |
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if (debugger_slave_running) return; |
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if (event != Break) { |
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return; |
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} |
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// Then we take one of two actions
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// 1. Inspect the environ variable NODE_DEBUG_PROG; if it is not empty //
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// then start it. (TODO)
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// 2. Start the built-in debugger.
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size_t size = 2*PATH_MAX; |
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char node_path[size]; |
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OS::GetExecutablePath(node_path, &size); |
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int pid = vfork(); |
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if (pid == -1) { |
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perror("vfork()"); |
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return; |
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} |
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if (pid == 0) { |
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// Child process
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char *argv[] = { node_path, "debug", NULL }; |
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execvp(node_path, argv); |
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perror("execvp()"); |
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_exit(127); |
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} |
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debugger_slave_running = true; |
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// We've hit some debugger event. First we will enable the debugger agent.
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EnableDebug(true); |
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// TODO probably need to waitpid here or something to avoid zombies.
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// int status;
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// waitpid(pid, &status, 0);
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//Debug::DebugBreak();
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} |
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int Start(int argc, char *argv[]) { |
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// Hack aroung with the argv pointer. Used for process.title = "blah".
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argv = node::Platform::SetupArgs(argc, argv); |
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@ -2059,32 +1967,37 @@ int Start(int argc, char *argv[]) { |
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V8::SetFatalErrorHandler(node::OnFatalError); |
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// Initialize the async watcher for receiving messages from the debug
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// thread and marshal it into the main thread. DebugMessageCallback()
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// is called from the main thread to execute a random bit of javascript
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// - which will give V8 control so it can handle whatever new message
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// had been received on the debug thread.
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ev_async_init(&node::debug_watcher, node::DebugMessageCallback); |
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ev_set_priority(&node::debug_watcher, EV_MAXPRI); |
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// Set the callback DebugMessageDispatch which is called from the debug
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// thread.
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Debug::SetDebugMessageDispatchHandler(node::DebugMessageDispatch); |
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// Start the async watcher.
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ev_async_start(EV_DEFAULT_UC_ &node::debug_watcher); |
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// unref it so that we exit the event loop despite it being active.
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ev_unref(EV_DEFAULT_UC); |
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// If the --debug flag was specified then initialize the debug thread.
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if (node::use_debug_agent) { |
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// XXX: only use if debug flag enabled?
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Debug::SetDebugEventListener(HandleDebugEvent); |
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} else { |
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RegisterSignalHandler(SIGUSR1, EnableDebugSignalHandler); |
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ev_async_init(&enable_debug, EnableDebug2); |
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ev_async_start(EV_DEFAULT_UC_ &enable_debug); |
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// Initialize the async watcher for receiving messages from the debug
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// thread and marshal it into the main thread. DebugMessageCallback()
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// is called from the main thread to execute a random bit of javascript
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// - which will give V8 control so it can handle whatever new message
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// had been received on the debug thread.
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ev_async_init(&node::debug_watcher, node::DebugMessageCallback); |
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ev_set_priority(&node::debug_watcher, EV_MAXPRI); |
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// Set the callback DebugMessageDispatch which is called from the debug
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// thread.
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Debug::SetDebugMessageDispatchHandler(node::DebugMessageDispatch); |
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// Start the async watcher.
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ev_async_start(EV_DEFAULT_UC_ &node::debug_watcher); |
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// unref it so that we exit the event loop despite it being active.
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ev_unref(EV_DEFAULT_UC); |
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// Start the debug thread and it's associated TCP server on port 5858.
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bool r = Debug::EnableAgent("node " NODE_VERSION, node::debug_port); |
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if (node::debug_wait_connect) { |
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// Set up an empty handler so v8 will not continue until a debugger
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// attaches. This is the same behavior as Debug::EnableAgent(_,_,true)
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// except we don't break at the beginning of the script.
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// see Debugger::StartAgent in debug.cc of v8/src
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Debug::SetMessageHandler2(node::DebugBreakMessageHandler); |
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} |
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// Crappy check that everything went well. FIXME
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assert(r); |
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// Print out some information.
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printf("debugger listening on port %d\n", node::debug_port); |
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} |
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// Create the one and only Context.
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