/*
===========================================================================
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_