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// Copyright 2008 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef V8_DEBUG_H_
#define V8_DEBUG_H_
#include "v8.h"
#ifdef _WIN32
typedef int int32_t;
typedef unsigned int uint32_t;
typedef unsigned short uint16_t; // NOLINT
typedef long long int64_t; // NOLINT
// Setup for Windows DLL export/import. See v8.h in this directory for
// information on how to build/use V8 as a DLL.
#if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED)
#error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\
build configuration to ensure that at most one of these is set
#endif
#ifdef BUILDING_V8_SHARED
#define EXPORT __declspec(dllexport)
#elif USING_V8_SHARED
#define EXPORT __declspec(dllimport)
#else
#define EXPORT
#endif
#else // _WIN32
// Setup for Linux shared library export. See v8.h in this directory for
// information on how to build/use V8 as shared library.
#if defined(__GNUC__) && (__GNUC__ >= 4)
#define EXPORT __attribute__ ((visibility("default")))
#else // defined(__GNUC__) && (__GNUC__ >= 4)
#define EXPORT
#endif // defined(__GNUC__) && (__GNUC__ >= 4)
#endif // _WIN32
/**
* Debugger support for the V8 JavaScript engine.
*/
namespace v8 {
// Debug events which can occur in the V8 JavaScript engine.
enum DebugEvent {
Break = 1,
Exception = 2,
NewFunction = 3,
BeforeCompile = 4,
AfterCompile = 5
};
/**
* Debug event callback function.
*
* \param event the type of the debug event that triggered the callback
* (enum DebugEvent)
* \param exec_state execution state (JavaScript object)
* \param event_data event specific data (JavaScript object)
* \param data value passed by the user to SetDebugEventListener
*/
typedef void (*DebugEventCallback)(DebugEvent event,
Handle<Object> exec_state,
Handle<Object> event_data,
Handle<Value> data);
/**
* Debug message callback function.
*
* \param message the debug message
* \param length length of the message
* \param data the data value passed when registering the message handler
* A DebugMessageHandler does not take posession of the message string,
* and must not rely on the data persisting after the handler returns.
*/
typedef void (*DebugMessageHandler)(const uint16_t* message, int length,
void* data);
/**
* Debug host dispatch callback function.
*
* \param dispatch the dispatch value
* \param data the data value passed when registering the dispatch handler
*/
typedef void (*DebugHostDispatchHandler)(void* dispatch,
void* data);
class EXPORT Debug {
public:
// Set a C debug event listener.
static bool SetDebugEventListener(DebugEventCallback that,
Handle<Value> data = Handle<Value>());
// Set a JavaScript debug event listener.
static bool SetDebugEventListener(v8::Handle<v8::Object> that,
Handle<Value> data = Handle<Value>());
// Break execution of JavaScript.
static void DebugBreak();
// Message based interface. The message protocol is JSON.
static void SetMessageHandler(DebugMessageHandler handler, void* data = NULL,
bool message_handler_thread = true);
static void SendCommand(const uint16_t* command, int length);
// Dispatch interface.
static void SetHostDispatchHandler(DebugHostDispatchHandler handler,
void* data = NULL);
static void SendHostDispatch(void* dispatch);
/**
* Run a JavaScript function in the debugger.
* \param fun the function to call
* \param data passed as second argument to the function
* With this call the debugger is entered and the function specified is called
* with the execution state as the first argument. This makes it possible to
* get access to information otherwise not available during normal JavaScript
* execution e.g. details on stack frames. The following example show a
* JavaScript function which when passed to v8::Debug::Call will return the
* current line of JavaScript execution.
*
* \code
* function frame_source_line(exec_state) {
* return exec_state.frame(0).sourceLine();
* }
* \endcode
*/
static Handle<Value> Call(v8::Handle<v8::Function> fun,
Handle<Value> data = Handle<Value>());
/**
* Enable the V8 builtin debug agent. The debugger agent will listen on the
* supplied TCP/IP port for remote debugger connection.
* \param name the name of the embedding application
* \param port the TCP/IP port to listen on
*/
static bool EnableAgent(const char* name, int port);
};
} // namespace v8
#undef EXPORT
#endif // V8_DEBUG_H_