/* =========================================================================== 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. =========================================================================== */ #include "../../idlib/precompiled.h" #pragma hdrstop #include "../../game/gamesys/Event.h" #include "../../game/gamesys/Class.h" #include "../../game/script/Script_Program.h" #include "../../game/script/Script_Interpreter.h" #include "../../game/script/Script_Thread.h" #include "../../game/script/Script_Compiler.h" #include "../../framework/sync/Msg.h" #include "DebuggerApp.h" #include "DebuggerServer.h" /* ================ rvDebuggerServer::rvDebuggerServer ================ */ rvDebuggerServer::rvDebuggerServer ( ) { mConnected = false; mBreakNext = false; mBreak = false; mBreakStepOver = false; mBreakStepInto = false; mGameThread = NULL; mLastStatementLine = -1; mBreakStepOverFunc1 = NULL; mBreakStepOverFunc2 = 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; } // Get a copy of the game thread handle so we can suspend the thread on a break DuplicateHandle ( GetCurrentProcess(), GetCurrentThread ( ), GetCurrentProcess(), &mGameThread, 0, FALSE, DUPLICATE_SAME_ACCESS ); // Create a critical section to ensure that the shared thread // variables are protected InitializeCriticalSection ( &mCriticalSection ); // Server must be running on the local host on port 28980 Sys_StringToNetAdr ( "localhost", &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, ':' ) ) { 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(); // dont need the crit section anymore DeleteCriticalSection ( &mCriticalSection ); } /* ================ rvDebuggerServer::ProcessMessages Process all incoming network messages from the debugger client ================ */ bool rvDebuggerServer::ProcessMessages ( void ) { netadr_t adrFrom; msg_t msg; byte buffer[MAX_MSGLEN]; MSG_Init( &msg, buffer, sizeof( buffer ) ); // Check for pending udp packets on the debugger port while ( mPort.GetPacket ( adrFrom, msg.data, msg.cursize, msg.maxsize ) ) { unsigned short command; // Only accept packets from the debugger server for security reasons if ( !Sys_CompareNetAdrBase ( adrFrom, mClientAdr ) ) { continue; } command = (unsigned short) MSG_ReadShort ( &msg ); switch ( command ) { case DBMSG_CONNECT: mConnected = true; SendMessage ( DBMSG_CONNECTED ); break; case DBMSG_CONNECTED: mConnected = true; break; case DBMSG_DISCONNECT: ClearBreakpoints ( ); Resume ( ); mConnected = false; break; case DBMSG_ADDBREAKPOINT: HandleAddBreakpoint ( &msg ); break; case DBMSG_REMOVEBREAKPOINT: HandleRemoveBreakpoint ( &msg ); break; case DBMSG_RESUME: Resume ( ); break; case DBMSG_BREAK: mBreakNext = true; break; case DBMSG_STEPOVER: mBreakStepOver = true; mBreakStepOverDepth = mBreakInterpreter->GetCallstackDepth ( ); mBreakStepOverFunc1 = mBreakInterpreter->GetCallstack()[mBreakInterpreter->GetCallstackDepth()].f; if ( mBreakInterpreter->GetCallstackDepth() > 0 ) { mBreakStepOverFunc2 = mBreakInterpreter->GetCallstack()[mBreakInterpreter->GetCallstackDepth()-1].f; } 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; } } return true; } /* ================ rvDebuggerServer::SendMessage Send a message with no data to the debugger server. ================ */ void rvDebuggerServer::SendMessage ( EDebuggerMessage dbmsg ) { msg_t msg; byte buffer[MAX_MSGLEN]; MSG_Init( &msg, buffer, sizeof( buffer ) ); MSG_WriteShort ( &msg, (int)dbmsg ); SendPacket ( msg.data, msg.cursize ); } /* ================ rvDebuggerServer::HandleAddBreakpoint Handle the DBMSG_ADDBREAKPOINT message being sent by the debugger client. This message is handled by adding a new breakpoint to the breakpoint list with the data supplied in the message. ================ */ void rvDebuggerServer::HandleAddBreakpoint ( msg_t* msg ) { bool onceOnly = false; long lineNumber; long id; char filename[MAX_PATH]; // Read the breakpoint info onceOnly = MSG_ReadBits ( msg, 1 ) ? true : false; lineNumber = MSG_ReadLong ( msg ); id = MSG_ReadLong ( msg ); MSG_ReadString ( msg, filename, MAX_PATH ); // Since breakpoints are used by both threads we need to // protect them with a crit section EnterCriticalSection ( &mCriticalSection ); mBreakpoints.Append ( new rvDebuggerBreakpoint ( filename, lineNumber, id ) ); LeaveCriticalSection ( &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 ( msg_t* msg ) { int i; int id; // ID that we are to remove id = MSG_ReadLong ( msg ); // Since breakpoints are used by both threads we need to // protect them with a crit section EnterCriticalSection ( &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; } } LeaveCriticalSection ( &mCriticalSection ); } /* ================ rvDebuggerServer::MSG_WriteCallstackFunc Writes a single callstack entry to the given message ================ */ void rvDebuggerServer::MSG_WriteCallstackFunc ( msg_t* msg, const prstack_t* stack ) { const statement_t* st; const function_t* func; func = stack->f; // If the function is unknown then just fill in with default data. if ( !func ) { MSG_WriteString ( msg, "" ); MSG_WriteString ( msg, "" ); MSG_WriteLong ( msg, 0 ); return; } else { MSG_WriteString ( msg, va("%s( ??? )", func->Name() ) ); } // Use the calling statement as the filename and linenumber where // the call was made from st = &mBreakProgram->GetStatement ( stack->s ); if ( st ) { idStr qpath; OSPathToRelativePath(mBreakProgram->GetFilename( st->file ), qpath); qpath.BackSlashesToSlashes ( ); MSG_WriteString ( msg, qpath ); MSG_WriteLong ( msg, st->linenumber ); } else { MSG_WriteString ( msg, "" ); MSG_WriteLong ( msg, 0 ); } } /* ================ rvDebuggerServer::HandleInspectCallstack Handle an incoming inspect callstack message by sending a message back to the client with the callstack data. ================ */ void rvDebuggerServer::HandleInspectCallstack ( msg_t* in_msg ) { msg_t msg; byte buffer[MAX_MSGLEN]; int i; prstack_t temp; MSG_Init( &msg, buffer, sizeof( buffer ) ); MSG_WriteShort ( &msg, (int)DBMSG_INSPECTCALLSTACK ); MSG_WriteShort ( &msg, (int)mBreakInterpreter->GetCallstackDepth ( ) ); // write out the current function temp.f = mBreakInterpreter->GetCurrentFunction ( ); temp.s = 0; temp.stackbase = 0; MSG_WriteCallstackFunc ( &msg, &temp ); // Run through all of the callstack and write each to the msg for ( i = mBreakInterpreter->GetCallstackDepth ( ) - 1; i > 0; i -- ) { MSG_WriteCallstackFunc ( &msg, mBreakInterpreter->GetCallstack ( ) + i ); } SendPacket ( msg.data, msg.cursize ); } /* ================ rvDebuggerServer::HandleInspectThreads Send the list of the current threads in the interpreter back to the debugger client ================ */ void rvDebuggerServer::HandleInspectThreads ( msg_t* in_msg ) { msg_t msg; byte buffer[MAX_MSGLEN]; int i; // Initialize the message MSG_Init( &msg, buffer, sizeof( buffer ) ); MSG_WriteShort ( &msg, (int)DBMSG_INSPECTTHREADS ); // Write the number of threads to the message MSG_WriteShort ( &msg, (int)idThread::GetThreads().Num() ); // Loop through all of the threads and write their name and number to the message for ( i = 0; i < idThread::GetThreads().Num(); i ++ ) { idThread* thread = idThread::GetThreads()[i]; MSG_WriteString ( &msg, thread->GetThreadName ( ) ); MSG_WriteLong ( &msg, thread->GetThreadNum ( ) ); MSG_WriteBits ( &msg, (int)(thread == mBreakInterpreter->GetThread ( )), 1 ); MSG_WriteBits ( &msg, (int)thread->IsDoneProcessing(), 1 ); MSG_WriteBits ( &msg, (int)thread->IsWaiting(), 1 ); MSG_WriteBits ( &msg, (int)thread->IsDying(), 1 ); } // Send off the inspect threads packet to the debugger client SendPacket ( msg.data, msg.cursize ); } /* ================ rvDebuggerServer::HandleInspectVariable Respondes to a request from the debugger client to inspect the value of a given variable ================ */ void rvDebuggerServer::HandleInspectVariable ( msg_t* in_msg ) { char varname[256]; int scopeDepth; if ( !mBreak ) { return; } scopeDepth = (short)MSG_ReadShort ( in_msg ); MSG_ReadString ( in_msg, varname, 256 ); idStr varvalue; msg_t msg; byte buffer[MAX_MSGLEN]; // Initialize the message MSG_Init( &msg, buffer, sizeof( buffer ) ); MSG_WriteShort ( &msg, (int)DBMSG_INSPECTVARIABLE ); if ( !mBreakInterpreter->GetRegisterValue ( varname, varvalue, scopeDepth ) ) { varvalue = "???"; } MSG_WriteShort ( &msg, (short)scopeDepth ); MSG_WriteString ( &msg, varname ); MSG_WriteString ( &msg, varvalue ); SendPacket ( msg.data, msg.cursize ); } /* ================ 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 statement_t* st; const char* filename; int i; if ( !mConnected ) { return; } // Grab the current statement and the filename that it came from st = &program->GetStatement ( instructionPointer ); filename = program->GetFilename ( st->file ); // Operate on lines, not statements if ( mLastStatementLine == st->linenumber && mLastStatementFile == st->file ) { return; } // Save the last visited line and file so we can prevent // double breaks on lines with more than one statement mLastStatementFile = idStr( st->file ); mLastStatementLine = st->linenumber; // Reset stepping when the last function on the callstack is returned from if ( st->op == OP_RETURN && interpreter->GetCallstackDepth ( ) <= 1 ) { mBreakStepOver = false; mBreakStepInto = false; } // See if we are supposed to break on the next script line if ( mBreakNext ) { Break ( interpreter, program, instructionPointer ); return; } // Only break on the same callstack depth and thread as the break over if ( mBreakStepOver ) { if ( ( interpreter->GetCurrentFunction ( ) == mBreakStepOverFunc1 || interpreter->GetCurrentFunction ( ) == mBreakStepOverFunc2 )&& ( interpreter->GetCallstackDepth ( ) <= mBreakStepOverDepth ) ) { Break ( interpreter, program, instructionPointer ); return; } } // See if we are supposed to break on the next line if ( mBreakStepInto ) { // Break Break ( interpreter, program, instructionPointer ); return; } idStr qpath; OSPathToRelativePath(filename,qpath); qpath.BackSlashesToSlashes ( ); EnterCriticalSection ( &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 ( st->linenumber != bp->GetLineNumber ( ) ) { continue; } // Skip if no match of the filename if ( idStr::Icmp ( bp->GetFilename(), qpath ) ) { continue; } // Pop out of the critical section so we dont get stuck LeaveCriticalSection ( &mCriticalSection ); // We hit a breakpoint, so break Break ( interpreter, program, instructionPointer ); // Back into the critical section since we are going to have to leave it EnterCriticalSection ( &mCriticalSection ); break; } LeaveCriticalSection ( &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 ) { msg_t msg; byte buffer[MAX_MSGLEN]; const statement_t* st; 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 st = &program->GetStatement ( instructionPointer ); filename = program->GetFilename ( st->file ); idStr qpath; OSPathToRelativePath(filename, qpath); qpath.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( &msg, buffer, sizeof( buffer ) ); MSG_WriteShort ( &msg, (int)DBMSG_BREAK ); MSG_WriteLong ( &msg, st->linenumber ); MSG_WriteString ( &msg, qpath ); SendPacket ( msg.data, msg.cursize ); // Suspend the game thread. Since this will be called from within the main game thread // execution wont return until after the thread is resumed SuspendThread ( mGameThread ); // Let the debugger client know that we have started back up again SendMessage ( DBMSG_RESUMED ); // 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 ); // Give the mouse cursor back to the game 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; } mBreak = false; // Start the game thread back up ResumeThread ( mGameThread ); } /* ================ 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; } msg_t msg; byte buffer[MAX_MSGLEN]; MSG_Init( &msg, buffer, sizeof( buffer ) ); MSG_WriteShort ( &msg, (int)DBMSG_PRINT ); MSG_WriteString ( &msg, text ); SendPacket ( msg.data, msg.cursize ); }