/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. Copyright (C) 1999-2011 Raven Software Copyright (C) 2021 Harrie van Ginneken 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. =========================================================================== */ #if defined( ID_ALLOW_TOOLS ) #include "tools/edit_gui_common.h" #include "DebuggerApp.h" #else #include "debugger_common.h" // we need a lot to be able to list all threads in mars_city1 const int MAX_MSGLEN = 8600; #endif #include "DebuggerServer.h" /* ================ rvDebuggerServer::rvDebuggerServer ================ */ rvDebuggerServer::rvDebuggerServer ( ) { mConnected = false; mBreakNext = false; mBreak = false; mBreakStepOver = false; mBreakStepInto = false; mGameThreadBreakCond = NULL; mGameThreadBreakLock = NULL; mLastStatementLine = -1; mBreakStepOverFunc1 = NULL; mBreakStepOverFunc2 = NULL; mBreakInstructionPointer = 0; mBreakInterpreter = NULL; mBreakProgram = NULL; mGameDLLHandle = 0; mBreakStepOverDepth = 0; mCriticalSection = NULL; } /* ================ rvDebuggerServer::~rvDebuggerServer ================ */ rvDebuggerServer::~rvDebuggerServer ( ) { } /* ================ rvDebuggerServer::Initialize Initialize the debugger server. This function should be called before the debugger server is used. ================ */ bool rvDebuggerServer::Initialize ( void ) { // Initialize the network connection if ( !mPort.InitForPort ( 27980 ) ) { return false; } // we're using a condition variable to pause the game thread in rbDebuggerServer::Break() // until rvDebuggerServer::Resume() is called (from another thread) mGameThreadBreakCond = SDL_CreateCond(); mGameThreadBreakLock = SDL_CreateMutex(); // Create a critical section to ensure that the shared thread // variables are protected mCriticalSection = SDL_CreateMutex(); // Server must be running on the local host on port 28980 Sys_StringToNetAdr ( com_dbgClientAdr.GetString( ), &mClientAdr, true ); mClientAdr.port = 27981; // Attempt to let the server know we are here. The server may not be running so this // message will just get ignored. SendMessage ( DBMSG_CONNECT ); return true; } void rvDebuggerServer::OSPathToRelativePath( const char *osPath, idStr &qpath ) { if ( strchr( osPath, ':' ) ) // XXX: what about linux? { qpath = fileSystem->OSPathToRelativePath( osPath ); } else { qpath = osPath; } } /* ================ rvDebuggerServer::Shutdown Shutdown the debugger server. ================ */ void rvDebuggerServer::Shutdown ( void ) { // Let the debugger client know we are shutting down if ( mConnected ) { SendMessage ( DBMSG_DISCONNECT ); mConnected = false; } mPort.Close(); Resume(); // just in case we're still paused // dont need the crit section anymore SDL_DestroyMutex( mCriticalSection ); mCriticalSection = NULL; SDL_DestroyCond( mGameThreadBreakCond ); mGameThreadBreakCond = NULL; SDL_DestroyMutex( mGameThreadBreakLock ); mGameThreadBreakLock = NULL; } /* ================ rvDebuggerServer::ProcessMessages Process all incoming network messages from the debugger client ================ */ bool rvDebuggerServer::ProcessMessages ( void ) { netadr_t adrFrom; idBitMsg msg; byte buffer[MAX_MSGLEN]; // Check for pending udp packets on the debugger port int msgSize; while ( mPort.GetPacket ( adrFrom, buffer, msgSize, MAX_MSGLEN) ) { short command; msg.Init(buffer, sizeof(buffer)); msg.SetSize(msgSize); msg.BeginReading(); if ( adrFrom.type != NA_LOOPBACK ) { // Only accept packets from the debugger server for security reasons if ( !Sys_CompareNetAdrBase( adrFrom, mClientAdr ) ) continue; } command = msg.ReadShort( ); switch ( command ) { case DBMSG_CONNECT: mConnected = true; SendMessage ( DBMSG_CONNECTED ); HandleInspectScripts ( nullptr ); com_editors |= EDITOR_DEBUGGER; break; case DBMSG_CONNECTED: mConnected = true; HandleInspectScripts( nullptr ); com_editors |= EDITOR_DEBUGGER; break; case DBMSG_DISCONNECT: ClearBreakpoints ( ); Resume ( ); mConnected = false; com_editors &= ~EDITOR_DEBUGGER; break; case DBMSG_ADDBREAKPOINT: HandleAddBreakpoint ( &msg ); break; case DBMSG_REMOVEBREAKPOINT: HandleRemoveBreakpoint ( &msg ); break; case DBMSG_RESUME: HandleResume ( &msg ); break; case DBMSG_BREAK: mBreakNext = true; break; case DBMSG_STEPOVER: mBreakStepOver = true; mBreakStepOverDepth = ((idGameEditExt*) gameEdit)->GetInterpreterCallStackDepth(mBreakInterpreter); mBreakStepOverFunc1 = ((idGameEditExt*) gameEdit)->GetInterpreterCallStackFunction(mBreakInterpreter); if (mBreakStepOverDepth) { mBreakStepOverFunc2 = ((idGameEditExt*) gameEdit)->GetInterpreterCallStackFunction(mBreakInterpreter,mBreakStepOverDepth - 1); } else { mBreakStepOverFunc2 = NULL; } Resume ( ); break; case DBMSG_STEPINTO: mBreakStepInto = true; Resume ( ); break; case DBMSG_INSPECTVARIABLE: HandleInspectVariable ( &msg ); break; case DBMSG_INSPECTCALLSTACK: HandleInspectCallstack ( &msg ); break; case DBMSG_INSPECTTHREADS: HandleInspectThreads ( &msg ); break; case DBMSG_INSPECTSCRIPTS: HandleInspectScripts( &msg ); break; case DBMSG_EXECCOMMAND: HandleExecCommand( &msg ); break; } } return true; } /* ================ rvDebuggerServer::SendMessage Send a message with no data to the debugger server. ================ */ void rvDebuggerServer::SendMessage ( EDebuggerMessage dbmsg ) { idBitMsg msg; byte buffer[MAX_MSGLEN]; msg.Init( buffer, sizeof( buffer ) ); msg.BeginWriting(); msg.WriteShort ( (short)dbmsg ); SendPacket ( msg.GetData(), msg.GetSize() ); } /* ================ rvDebuggerServer::HandleAddBreakpoint Handle the DBMSG_ADDBREAKPOINT message being sent by the debugger client. This message is handled by first checking if it is valid and is added as a new breakpoint to the breakpoint list with the data supplied in the message. ================ */ void rvDebuggerServer::HandleAddBreakpoint ( idBitMsg* msg ) { bool onceOnly = false; long lineNumber; long id; char filename[2048]; // DG: randomly chose this size // Read the breakpoint info onceOnly = msg->ReadBits( 1 ) ? true : false; lineNumber = msg->ReadInt ( ); id = msg->ReadInt ( ); msg->ReadString ( filename, sizeof(filename) ); //check for statement on requested breakpoint location if (!((idGameEditExt*) gameEdit)->IsLineCode(filename, lineNumber)) { idBitMsg msgOut; byte buffer[MAX_MSGLEN]; msgOut.Init(buffer, sizeof(buffer)); msgOut.BeginWriting(); msgOut.WriteShort((short)DBMSG_REMOVEBREAKPOINT); msgOut.WriteInt(lineNumber); msgOut.WriteString(filename); SendPacket(msgOut.GetData(), msgOut.GetSize()); return; } SDL_LockMutex( mCriticalSection ); mBreakpoints.Append ( new rvDebuggerBreakpoint ( filename, lineNumber, id, onceOnly ) ); SDL_UnlockMutex( mCriticalSection ); } /* ================ rvDebuggerServer::HandleRemoveBreakpoint Handle the DBMSG_REMOVEBREAKPOINT message being sent by the debugger client. This message is handled by removing the breakpoint that matches the given id from the list. ================ */ void rvDebuggerServer::HandleRemoveBreakpoint ( idBitMsg* msg ) { int i; int id; // ID that we are to remove id = msg->ReadInt ( ); // Since breakpoints are used by both threads we need to // protect them with a crit section SDL_LockMutex( mCriticalSection ); // Find the breakpoint that matches the given id and remove it from the list for ( i = 0; i < mBreakpoints.Num(); i ++ ) { if ( mBreakpoints[i]->GetID ( ) == id ) { delete mBreakpoints[i]; mBreakpoints.RemoveIndex ( i ); break; } } SDL_UnlockMutex( mCriticalSection ); } /* ================ rvDebuggerServer::HandleResume Resume the game thread. ================ */ void rvDebuggerServer::HandleResume(idBitMsg* msg) { //Empty msg Resume(); } /* ================ rvDebuggerServer::HandleInspectCallstack Handle an incoming inspect callstack message by sending a message back to the client with the callstack data. ================ */ void rvDebuggerServer::HandleInspectCallstack ( idBitMsg* msg ) { idBitMsg msgOut; byte buffer[MAX_MSGLEN]; msgOut.Init(buffer, sizeof( buffer ) ); msgOut.BeginWriting(); msgOut.WriteShort ( (short)DBMSG_INSPECTCALLSTACK ); ((idGameEditExt*) gameEdit)->MSG_WriteInterpreterInfo(&msgOut, mBreakInterpreter, mBreakProgram, mBreakInstructionPointer); SendPacket (msgOut.GetData(), msgOut.GetSize() ); } /* ================ rvDebuggerServer::HandleInspectThreads Send the list of the current threads in the interpreter back to the debugger client ================ */ void rvDebuggerServer::HandleInspectThreads ( idBitMsg* msg ) { idBitMsg msgOut; byte buffer[MAX_MSGLEN]; int i; // Initialize the message msgOut.Init( buffer, sizeof( buffer ) ); msgOut.SetAllowOverflow(true); msgOut.BeginWriting(); msgOut.WriteShort ( (short)DBMSG_INSPECTTHREADS ); // Write the number of threads to the message msgOut.WriteShort ((short)((idGameEditExt*) gameEdit)->GetTotalScriptThreads() ); // Loop through all of the threads and write their name and number to the message for ( i = 0; i < ((idGameEditExt*) gameEdit)->GetTotalScriptThreads(); i ++ ) { ((idGameEditExt*) gameEdit)->MSG_WriteThreadInfo(&msgOut,((idGameEditExt*) gameEdit)->GetThreadByIndex(i), mBreakInterpreter); } // Send off the inspect threads packet to the debugger client SendPacket (msgOut.GetData(), msgOut.GetSize() ); } /* ================ rvDebuggerServer::HandleExecCommand Send the list of the current loaded scripts in the interpreter back to the debugger client ================ */ void rvDebuggerServer::HandleExecCommand( idBitMsg *msg ) { char cmdStr[2048]; // HvG: randomly chose this size msg->ReadString( cmdStr, sizeof( cmdStr ) ); cmdSystem->BufferCommandText( CMD_EXEC_APPEND, cmdStr ); // valid command cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "\n" ); } /* ================ rvDebuggerServer::HandleInspectScripts Send the list of the current loaded scripts in the interpreter back to the debugger client ================ */ void rvDebuggerServer::HandleInspectScripts( idBitMsg* msg ) { idBitMsg msgOut; byte buffer[MAX_MSGLEN]; // Initialize the message msgOut.Init(buffer, sizeof(buffer)); msgOut.BeginWriting(); msgOut.WriteShort((short)DBMSG_INSPECTSCRIPTS); ((idGameEditExt*) gameEdit)->MSG_WriteScriptList( &msgOut ); SendPacket(msgOut.GetData(), msgOut.GetSize()); } /* ================ rvDebuggerServer::HandleInspectVariable Respondes to a request from the debugger client to inspect the value of a given variable ================ */ void rvDebuggerServer::HandleInspectVariable ( idBitMsg* msg ) { char varname[256]; int scopeDepth; if ( !mBreak ) { return; } scopeDepth = (short)msg->ReadShort ( ); msg->ReadString ( varname, 256 ); idStr varvalue; idBitMsg msgOut; byte buffer[MAX_MSGLEN]; // Initialize the message msgOut.Init( buffer, sizeof( buffer ) ); msgOut.BeginWriting(); msgOut.WriteShort ( (short)DBMSG_INSPECTVARIABLE ); if (!((idGameEditExt*) gameEdit)->GetRegisterValue(mBreakInterpreter, varname, varvalue, scopeDepth ) ) { varvalue = "???"; } msgOut.WriteShort ( (short)scopeDepth ); msgOut.WriteString ( varname ); msgOut.WriteString ( varvalue ); SendPacket (msgOut.GetData(), msgOut.GetSize() ); } /* ================ rvDebuggerServer::CheckBreakpoints Check to see if any breakpoints have been hit. This includes "break next", "step into", and "step over" break points ================ */ void rvDebuggerServer::CheckBreakpoints ( idInterpreter* interpreter, idProgram* program, int instructionPointer ) { const char* filename; int i; if ( !mConnected ) { return; } // Grab the current statement and the filename that it came from filename = ((idGameEditExt*) gameEdit)->GetFilenameForStatement(program, instructionPointer); int linenumber = ((idGameEditExt*) gameEdit)->GetLineNumberForStatement(program, instructionPointer); // Operate on lines, not statements if ( mLastStatementLine == linenumber && mLastStatementFile == filename) { return; } // Save the last visited line and file so we can prevent // double breaks on lines with more than one statement mLastStatementFile = idStr(filename); mLastStatementLine = linenumber; // Reset stepping when the last function on the callstack is returned from if ( ((idGameEditExt*) gameEdit)->ReturnedFromFunction(program, interpreter,instructionPointer)) { mBreakStepOver = false; mBreakStepInto = false; } // See if we are supposed to break on the next script line if ( mBreakNext ) { HandleInspectScripts(nullptr); Break ( interpreter, program, instructionPointer ); return; } // Only break on the same callstack depth and thread as the break over if ( mBreakStepOver ) { //virtual bool CheckForBreakpointHit(interpreter,function1,function2,depth) if (((idGameEditExt*) gameEdit)->CheckForBreakPointHit(interpreter, mBreakStepOverFunc1, mBreakStepOverFunc2, mBreakStepOverDepth)) { Break ( interpreter, program, instructionPointer ); return; } } // See if we are supposed to break on the next line if ( mBreakStepInto ) { HandleInspectScripts(nullptr); // Break Break ( interpreter, program, instructionPointer ); return; } idStr qpath; OSPathToRelativePath(filename,qpath); qpath.BackSlashesToSlashes ( ); SDL_LockMutex( mCriticalSection ); // Check all the breakpoints for ( i = 0; i < mBreakpoints.Num ( ); i ++ ) { rvDebuggerBreakpoint* bp = mBreakpoints[i]; // Skip if not match of the line number if ( linenumber != bp->GetLineNumber ( ) ) { continue; } // Skip if no match of the filename if ( idStr::Icmp ( bp->GetFilename(), qpath.c_str() ) ) { continue; } // DG: onceOnly support if ( bp->GetOnceOnly() ) { // we'll do the one Break() a few lines below; remove it here while mBreakpoints is unmodified // (it can be modifed from the client while in Break() below) mBreakpoints.RemoveIndex( i ); delete bp; // also tell client to remove the breakpoint idBitMsg msgOut; byte buffer[MAX_MSGLEN]; msgOut.Init( buffer, sizeof( buffer ) ); msgOut.BeginWriting(); msgOut.WriteShort( (short)DBMSG_REMOVEBREAKPOINT ); msgOut.WriteInt( linenumber ); msgOut.WriteString( qpath.c_str() ); SendPacket( msgOut.GetData(), msgOut.GetSize() ); } // DG end // Pop out of the critical section so we dont get stuck SDL_UnlockMutex( mCriticalSection ); HandleInspectScripts(nullptr); // We hit a breakpoint, so break Break ( interpreter, program, instructionPointer ); // Back into the critical section since we are going to have to leave it SDL_LockMutex( mCriticalSection ); break; } SDL_UnlockMutex( mCriticalSection ); } /* ================ rvDebuggerServer::Break Halt execution of the game threads and inform the debugger client that the game has been halted ================ */ void rvDebuggerServer::Break ( idInterpreter* interpreter, idProgram* program, int instructionPointer ) { idBitMsg msg; byte buffer[MAX_MSGLEN]; const char* filename; // Clear all the break types mBreakStepOver = false; mBreakStepInto = false; mBreakNext = false; // Grab the current statement and the filename that it came from filename = ((idGameEditExt*) gameEdit)->GetFilenameForStatement(program,instructionPointer); int linenumber = ((idGameEditExt*) gameEdit)->GetLineNumberForStatement(program, instructionPointer); idStr fileStr = filename; fileStr.BackSlashesToSlashes(); // Give the mouse cursor back to the world Sys_GrabMouseCursor( false ); // Set the break variable so we know the main thread is stopped mBreak = true; mBreakProgram = program; mBreakInterpreter = interpreter; mBreakInstructionPointer = instructionPointer; // Inform the debugger of the breakpoint hit msg.Init( buffer, sizeof( buffer ) ); msg.BeginWriting(); msg.WriteShort ( (short)DBMSG_BREAK ); msg.WriteInt ( linenumber ); msg.WriteString ( fileStr.c_str() ); //msg.WriteInt64( (int64_t)mBreakProgram ); SendPacket ( msg.GetData(), msg.GetSize() ); // Suspend the game thread. Since this will be called from within the main game thread // execution wont return until after the thread is resumed // DG: the original code used Win32 SuspendThread() here, but as there is no equivalent // function in SDL and as this is only called within the main game thread anyway, // just use a condition variable to put this thread to sleep until Resume() has set mBreak SDL_LockMutex( mGameThreadBreakLock ); while ( mBreak ) { SDL_CondWait( mGameThreadBreakCond, mGameThreadBreakLock ); } SDL_UnlockMutex( mGameThreadBreakLock ); // Let the debugger client know that we have started back up again SendMessage ( DBMSG_RESUMED ); // this should be platform specific // TODO: maybe replace with SDL code? or does it not matter if debugger client runs on another machine? #if defined( ID_ALLOW_TOOLS ) // This is to give some time between the keypress that // told us to resume and the setforeground window. Otherwise the quake window // would just flash Sleep ( 150 ); // Bring the window back to the foreground SetForegroundWindow ( win32.hWnd ); SetActiveWindow ( win32.hWnd ); UpdateWindow ( win32.hWnd ); SetFocus ( win32.hWnd ); #endif // Give the mouse cursor back to the game // HVG_Note : there be dragons here. somewhere. Sys_GrabMouseCursor( true ); // Clear all commands that were generated before we went into suspended mode. This is // to ensure we dont have mouse downs with no ups because the context was changed. idKeyInput::ClearStates(); } /* ================ rvDebuggerServer::Resume Resume execution of the game. ================ */ void rvDebuggerServer::Resume ( void ) { // Cant resume if not paused if ( !mBreak ) { return; } // Start the game thread back up SDL_LockMutex( mGameThreadBreakLock ); mBreak = false; SDL_CondSignal( mGameThreadBreakCond); SDL_UnlockMutex( mGameThreadBreakLock ); } /* ================ rvDebuggerServer::ClearBreakpoints Remove all known breakpoints ================ */ void rvDebuggerServer::ClearBreakpoints ( void ) { int i; for ( i = 0; i < mBreakpoints.Num(); i ++ ) { delete mBreakpoints[i]; } mBreakpoints.Clear ( ); } /* ================ rvDebuggerServer::Print Sends a console print message over to the debugger client ================ */ void rvDebuggerServer::Print ( const char* text ) { if ( !mConnected ) { return; } idBitMsg msg; byte buffer[MAX_MSGLEN]; msg.Init( buffer, sizeof( buffer ) ); msg.BeginWriting(); msg.WriteShort ( (short)DBMSG_PRINT ); msg.WriteString ( text ); SendPacket ( msg.GetData(), msg.GetSize() ); }