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