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b9833e7e6e
- Send scriptlist on connect. - upped version info
788 lines
20 KiB
C++
788 lines
20 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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Copyright (C) 1999-2011 Raven Software
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Copyright (C) 2021 Harrie van Ginneken
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#if defined( ID_ALLOW_TOOLS )
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#include "tools/edit_gui_common.h"
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#include "DebuggerApp.h"
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#else
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#include "debugger_common.h"
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// we need a lot to be able to list all threads in mars_city1
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const int MAX_MSGLEN = 8600;
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#endif
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#include "DebuggerServer.h"
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/*
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================
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rvDebuggerServer::rvDebuggerServer
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================
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*/
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rvDebuggerServer::rvDebuggerServer ( )
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{
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mConnected = false;
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mBreakNext = false;
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mBreak = false;
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mBreakStepOver = false;
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mBreakStepInto = false;
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mGameThreadBreakCond = NULL;
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mGameThreadBreakLock = NULL;
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mLastStatementLine = -1;
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mBreakStepOverFunc1 = NULL;
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mBreakStepOverFunc2 = NULL;
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mBreakInstructionPointer = 0;
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mBreakInterpreter = NULL;
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mBreakProgram = NULL;
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mGameDLLHandle = 0;
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mBreakStepOverDepth = 0;
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mCriticalSection = NULL;
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}
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/*
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================
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rvDebuggerServer::~rvDebuggerServer
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================
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*/
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rvDebuggerServer::~rvDebuggerServer ( )
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{
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}
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/*
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================
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rvDebuggerServer::Initialize
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Initialize the debugger server. This function should be called before the
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debugger server is used.
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================
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*/
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bool rvDebuggerServer::Initialize ( void )
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{
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// Initialize the network connection
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if ( !mPort.InitForPort ( 27980 ) )
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{
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return false;
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}
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// we're using a condition variable to pause the game thread in rbDebuggerServer::Break()
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// until rvDebuggerServer::Resume() is called (from another thread)
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mGameThreadBreakCond = SDL_CreateCond();
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mGameThreadBreakLock = SDL_CreateMutex();
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// Create a critical section to ensure that the shared thread
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// variables are protected
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mCriticalSection = SDL_CreateMutex();
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// Server must be running on the local host on port 28980
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Sys_StringToNetAdr ( com_dbgClientAdr.GetString( ), &mClientAdr, true );
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mClientAdr.port = 27981;
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// Attempt to let the server know we are here. The server may not be running so this
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// message will just get ignored.
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SendMessage ( DBMSG_CONNECT );
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return true;
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}
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void rvDebuggerServer::OSPathToRelativePath( const char *osPath, idStr &qpath )
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{
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if ( strchr( osPath, ':' ) ) // XXX: what about linux?
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{
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qpath = fileSystem->OSPathToRelativePath( osPath );
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}
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else
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{
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qpath = osPath;
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}
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}
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/*
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================
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rvDebuggerServer::Shutdown
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Shutdown the debugger server.
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================
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*/
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void rvDebuggerServer::Shutdown ( void )
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{
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// Let the debugger client know we are shutting down
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if ( mConnected )
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{
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SendMessage ( DBMSG_DISCONNECT );
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mConnected = false;
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}
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mPort.Close();
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Resume(); // just in case we're still paused
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// dont need the crit section anymore
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SDL_DestroyMutex( mCriticalSection );
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mCriticalSection = NULL;
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SDL_DestroyCond( mGameThreadBreakCond );
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mGameThreadBreakCond = NULL;
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SDL_DestroyMutex( mGameThreadBreakLock );
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mGameThreadBreakLock = NULL;
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}
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/*
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================
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rvDebuggerServer::ProcessMessages
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Process all incoming network messages from the debugger client
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================
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*/
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bool rvDebuggerServer::ProcessMessages ( void )
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{
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netadr_t adrFrom;
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idBitMsg msg;
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byte buffer[MAX_MSGLEN];
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// Check for pending udp packets on the debugger port
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int msgSize;
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while ( mPort.GetPacket ( adrFrom, buffer, msgSize, MAX_MSGLEN) )
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{
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short command;
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msg.Init(buffer, sizeof(buffer));
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msg.SetSize(msgSize);
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msg.BeginReading();
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if ( adrFrom.type != NA_LOOPBACK ) {
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// Only accept packets from the debugger server for security reasons
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if ( !Sys_CompareNetAdrBase( adrFrom, mClientAdr ) )
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continue;
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}
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command = msg.ReadShort( );
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switch ( command )
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{
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case DBMSG_CONNECT:
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mConnected = true;
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SendMessage ( DBMSG_CONNECTED );
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HandleInspectScripts ( nullptr );
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com_editors |= EDITOR_DEBUGGER;
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break;
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case DBMSG_CONNECTED:
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mConnected = true;
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HandleInspectScripts( nullptr );
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com_editors |= EDITOR_DEBUGGER;
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break;
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case DBMSG_DISCONNECT:
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ClearBreakpoints ( );
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Resume ( );
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mConnected = false;
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com_editors &= ~EDITOR_DEBUGGER;
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break;
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case DBMSG_ADDBREAKPOINT:
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HandleAddBreakpoint ( &msg );
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break;
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case DBMSG_REMOVEBREAKPOINT:
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HandleRemoveBreakpoint ( &msg );
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break;
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case DBMSG_RESUME:
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HandleResume ( &msg );
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break;
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case DBMSG_BREAK:
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mBreakNext = true;
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break;
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case DBMSG_STEPOVER:
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mBreakStepOver = true;
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mBreakStepOverDepth = ((idGameEditExt*) gameEdit)->GetInterpreterCallStackDepth(mBreakInterpreter);
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mBreakStepOverFunc1 = ((idGameEditExt*) gameEdit)->GetInterpreterCallStackFunction(mBreakInterpreter);
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if (mBreakStepOverDepth)
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{
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mBreakStepOverFunc2 = ((idGameEditExt*) gameEdit)->GetInterpreterCallStackFunction(mBreakInterpreter,mBreakStepOverDepth - 1);
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}
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else
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{
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mBreakStepOverFunc2 = NULL;
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}
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Resume ( );
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break;
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case DBMSG_STEPINTO:
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mBreakStepInto = true;
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Resume ( );
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break;
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case DBMSG_INSPECTVARIABLE:
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HandleInspectVariable ( &msg );
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break;
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case DBMSG_INSPECTCALLSTACK:
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HandleInspectCallstack ( &msg );
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break;
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case DBMSG_INSPECTTHREADS:
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HandleInspectThreads ( &msg );
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break;
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case DBMSG_INSPECTSCRIPTS:
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HandleInspectScripts( &msg );
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break;
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case DBMSG_EXECCOMMAND:
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HandleExecCommand( &msg );
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break;
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}
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}
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return true;
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}
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/*
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================
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rvDebuggerServer::SendMessage
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Send a message with no data to the debugger server.
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================
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*/
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void rvDebuggerServer::SendMessage ( EDebuggerMessage dbmsg )
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{
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idBitMsg msg;
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byte buffer[MAX_MSGLEN];
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msg.Init( buffer, sizeof( buffer ) );
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msg.BeginWriting();
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msg.WriteShort ( (short)dbmsg );
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SendPacket ( msg.GetData(), msg.GetSize() );
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}
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/*
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================
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rvDebuggerServer::HandleAddBreakpoint
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Handle the DBMSG_ADDBREAKPOINT message being sent by the debugger client. This
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message is handled by first checking if it is valid
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and is added as a new breakpoint to the breakpoint list with the
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data supplied in the message.
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================
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*/
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void rvDebuggerServer::HandleAddBreakpoint ( idBitMsg* msg )
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{
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bool onceOnly = false;
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long lineNumber;
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long id;
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char filename[2048]; // DG: randomly chose this size
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// Read the breakpoint info
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onceOnly = msg->ReadBits( 1 ) ? true : false;
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lineNumber = msg->ReadInt ( );
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id = msg->ReadInt ( );
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msg->ReadString ( filename, sizeof(filename) );
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//check for statement on requested breakpoint location
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if (!((idGameEditExt*) gameEdit)->IsLineCode(filename, lineNumber))
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{
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idBitMsg msgOut;
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byte buffer[MAX_MSGLEN];
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msgOut.Init(buffer, sizeof(buffer));
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msgOut.BeginWriting();
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msgOut.WriteShort((short)DBMSG_REMOVEBREAKPOINT);
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msgOut.WriteInt(lineNumber);
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msgOut.WriteString(filename);
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SendPacket(msgOut.GetData(), msgOut.GetSize());
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return;
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}
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SDL_LockMutex( mCriticalSection );
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mBreakpoints.Append ( new rvDebuggerBreakpoint ( filename, lineNumber, id, onceOnly ) );
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SDL_UnlockMutex( mCriticalSection );
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}
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/*
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================
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rvDebuggerServer::HandleRemoveBreakpoint
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Handle the DBMSG_REMOVEBREAKPOINT message being sent by the debugger client. This
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message is handled by removing the breakpoint that matches the given id from the
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list.
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================
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*/
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void rvDebuggerServer::HandleRemoveBreakpoint ( idBitMsg* msg )
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{
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int i;
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int id;
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// ID that we are to remove
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id = msg->ReadInt ( );
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// Since breakpoints are used by both threads we need to
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// protect them with a crit section
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SDL_LockMutex( mCriticalSection );
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// Find the breakpoint that matches the given id and remove it from the list
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for ( i = 0; i < mBreakpoints.Num(); i ++ )
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{
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if ( mBreakpoints[i]->GetID ( ) == id )
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{
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delete mBreakpoints[i];
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mBreakpoints.RemoveIndex ( i );
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break;
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}
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}
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SDL_UnlockMutex( mCriticalSection );
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}
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/*
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================
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rvDebuggerServer::HandleResume
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Resume the game thread.
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================
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*/
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void rvDebuggerServer::HandleResume(idBitMsg* msg)
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{
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//Empty msg
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Resume();
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}
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/*
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================
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rvDebuggerServer::HandleInspectCallstack
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Handle an incoming inspect callstack message by sending a message
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back to the client with the callstack data.
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================
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*/
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void rvDebuggerServer::HandleInspectCallstack ( idBitMsg* msg )
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{
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idBitMsg msgOut;
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byte buffer[MAX_MSGLEN];
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msgOut.Init(buffer, sizeof( buffer ) );
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msgOut.BeginWriting();
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msgOut.WriteShort ( (short)DBMSG_INSPECTCALLSTACK );
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((idGameEditExt*) gameEdit)->MSG_WriteInterpreterInfo(&msgOut, mBreakInterpreter, mBreakProgram, mBreakInstructionPointer);
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SendPacket (msgOut.GetData(), msgOut.GetSize() );
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}
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/*
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================
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rvDebuggerServer::HandleInspectThreads
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Send the list of the current threads in the interpreter back to the debugger client
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================
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*/
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void rvDebuggerServer::HandleInspectThreads ( idBitMsg* msg )
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{
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idBitMsg msgOut;
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byte buffer[MAX_MSGLEN];
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int i;
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// Initialize the message
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msgOut.Init( buffer, sizeof( buffer ) );
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msgOut.SetAllowOverflow(true);
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msgOut.BeginWriting();
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msgOut.WriteShort ( (short)DBMSG_INSPECTTHREADS );
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// Write the number of threads to the message
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msgOut.WriteShort ((short)((idGameEditExt*) gameEdit)->GetTotalScriptThreads() );
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// Loop through all of the threads and write their name and number to the message
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for ( i = 0; i < ((idGameEditExt*) gameEdit)->GetTotalScriptThreads(); i ++ )
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{
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((idGameEditExt*) gameEdit)->MSG_WriteThreadInfo(&msgOut,((idGameEditExt*) gameEdit)->GetThreadByIndex(i), mBreakInterpreter);
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}
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// Send off the inspect threads packet to the debugger client
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SendPacket (msgOut.GetData(), msgOut.GetSize() );
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}
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/*
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================
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rvDebuggerServer::HandleExecCommand
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Send the list of the current loaded scripts in the interpreter back to the debugger client
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================
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*/
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void rvDebuggerServer::HandleExecCommand( idBitMsg *msg ) {
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char cmdStr[2048]; // HvG: randomly chose this size
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msg->ReadString( cmdStr, sizeof( cmdStr ) );
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, cmdStr ); // valid command
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "\n" );
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}
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/*
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================
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rvDebuggerServer::HandleInspectScripts
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Send the list of the current loaded scripts in the interpreter back to the debugger client
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================
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*/
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void rvDebuggerServer::HandleInspectScripts( idBitMsg* msg )
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{
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idBitMsg msgOut;
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byte buffer[MAX_MSGLEN];
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// Initialize the message
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msgOut.Init(buffer, sizeof(buffer));
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msgOut.BeginWriting();
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msgOut.WriteShort((short)DBMSG_INSPECTSCRIPTS);
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((idGameEditExt*) gameEdit)->MSG_WriteScriptList( &msgOut );
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SendPacket(msgOut.GetData(), msgOut.GetSize());
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}
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/*
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================
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rvDebuggerServer::HandleInspectVariable
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Respondes to a request from the debugger client to inspect the value of a given variable
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================
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*/
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void rvDebuggerServer::HandleInspectVariable ( idBitMsg* msg )
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{
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char varname[256];
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int scopeDepth;
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if ( !mBreak )
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{
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return;
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}
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scopeDepth = (short)msg->ReadShort ( );
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msg->ReadString ( varname, 256 );
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idStr varvalue;
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idBitMsg msgOut;
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byte buffer[MAX_MSGLEN];
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// Initialize the message
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msgOut.Init( buffer, sizeof( buffer ) );
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msgOut.BeginWriting();
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msgOut.WriteShort ( (short)DBMSG_INSPECTVARIABLE );
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if (!((idGameEditExt*) gameEdit)->GetRegisterValue(mBreakInterpreter, varname, varvalue, scopeDepth ) )
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{
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varvalue = "???";
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}
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msgOut.WriteShort ( (short)scopeDepth );
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msgOut.WriteString ( varname );
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msgOut.WriteString ( varvalue );
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SendPacket (msgOut.GetData(), msgOut.GetSize() );
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}
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/*
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================
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rvDebuggerServer::CheckBreakpoints
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Check to see if any breakpoints have been hit. This includes "break next",
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"step into", and "step over" break points
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================
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*/
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void rvDebuggerServer::CheckBreakpoints ( idInterpreter* interpreter, idProgram* program, int instructionPointer )
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{
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const char* filename;
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int i;
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if ( !mConnected ) {
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return;
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}
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// Grab the current statement and the filename that it came from
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filename = ((idGameEditExt*) gameEdit)->GetFilenameForStatement(program, instructionPointer);
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int linenumber = ((idGameEditExt*) gameEdit)->GetLineNumberForStatement(program, instructionPointer);
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// Operate on lines, not statements
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if ( mLastStatementLine == linenumber && mLastStatementFile == filename)
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{
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return;
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}
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// Save the last visited line and file so we can prevent
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// double breaks on lines with more than one statement
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mLastStatementFile = idStr(filename);
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mLastStatementLine = linenumber;
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// Reset stepping when the last function on the callstack is returned from
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if ( ((idGameEditExt*) gameEdit)->ReturnedFromFunction(program, interpreter,instructionPointer))
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{
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mBreakStepOver = false;
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mBreakStepInto = false;
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}
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// See if we are supposed to break on the next script line
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if ( mBreakNext )
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{
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HandleInspectScripts(nullptr);
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Break ( interpreter, program, instructionPointer );
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return;
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}
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// Only break on the same callstack depth and thread as the break over
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if ( mBreakStepOver )
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{
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//virtual bool CheckForBreakpointHit(interpreter,function1,function2,depth)
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if (((idGameEditExt*) gameEdit)->CheckForBreakPointHit(interpreter, mBreakStepOverFunc1, mBreakStepOverFunc2, mBreakStepOverDepth))
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{
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Break ( interpreter, program, instructionPointer );
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return;
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}
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}
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// See if we are supposed to break on the next line
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if ( mBreakStepInto )
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{
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HandleInspectScripts(nullptr);
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// Break
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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() );
|
|
}
|