/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef DEBUGGERSERVER_H_ #define DEBUGGERSERVER_H_ #include "DebuggerMessages.h" #include "DebuggerBreakpoint.h" #include "framework/Game.h" #include class function_t; typedef struct prstack_s prstack_t; class rvDebuggerServer { public: rvDebuggerServer ( ); ~rvDebuggerServer ( ); bool Initialize ( void ); void Shutdown ( void ); bool ProcessMessages ( void ); bool IsConnected ( void ); void CheckBreakpoints ( idInterpreter* interpreter, idProgram* program, int instructionPointer ); void Print ( const char* text ); void OSPathToRelativePath ( const char *osPath, idStr &qpath ); bool GameSuspended ( void ); private: void ClearBreakpoints ( void ); void Break ( idInterpreter* interpreter, idProgram* program, int instructionPointer ); void Resume ( void ); void SendMessage ( EDebuggerMessage dbmsg ); void SendPacket ( void* data, int datasize ); // Message handlers void HandleAddBreakpoint ( idBitMsg * msg ); void HandleRemoveBreakpoint ( idBitMsg * msg ); void HandleResume ( idBitMsg * msg ); void HandleInspectVariable ( idBitMsg * msg ); void HandleInspectCallstack ( idBitMsg * msg ); void HandleInspectThreads ( idBitMsg * msg ); void HandleInspectScripts ( idBitMsg * msg ); //// bool mConnected; netadr_t mClientAdr; idPort mPort; idList mBreakpoints; SDL_mutex* mCriticalSection; SDL_cond* mGameThreadBreakCond; SDL_mutex* mGameThreadBreakLock; bool mBreak; bool mBreakNext; bool mBreakStepOver; bool mBreakStepInto; int mBreakStepOverDepth; const function_t* mBreakStepOverFunc1; const function_t* mBreakStepOverFunc2; idProgram* mBreakProgram; int mBreakInstructionPointer; idInterpreter* mBreakInterpreter; idStr mLastStatementFile; int mLastStatementLine; uintptr_t mGameDLLHandle; idStrList mScriptFileList; }; /* ================ rvDebuggerServer::IsConnected ================ */ ID_INLINE bool rvDebuggerServer::IsConnected ( void ) { return mConnected; } /* ================ rvDebuggerServer::SendPacket ================ */ ID_INLINE void rvDebuggerServer::SendPacket ( void* data, int size ) { mPort.SendPacket ( mClientAdr, data, size ); } /* ================ rvDebuggerServer::GameSuspended ================ */ ID_INLINE bool rvDebuggerServer::GameSuspended( void ) { return mBreak; } #endif // DEBUGGERSERVER_H_