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https://github.com/dhewm/dhewm3.git
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784f1d567c
- DebuggerServer will not intialize when the additional function FT_UpdateDebugger is not set
252 lines
6 KiB
C++
252 lines
6 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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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 "../../sys/win32/rc/debugger_resource.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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#endif
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#include "DebuggerServer.h"
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#if defined( ID_ALLOW_TOOLS )
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rvDebuggerApp gDebuggerApp; // this is also used in other source files
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static HWND gDebuggerWindow = NULL;
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#endif
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static rvDebuggerServer* gDebuggerServer = NULL;
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static SDL_Thread* gDebuggerServerThread = NULL;
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static bool gDebuggerServerQuit = false;
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#if defined( ID_ALLOW_TOOLS )
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/*
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================
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DebuggerMain
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Main entry point for the debugger application
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================
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*/
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void DebuggerClientInit( const char *cmdline )
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{
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// See if the debugger is already running
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if ( rvDebuggerWindow::Activate ( ) )
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{
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goto DebuggerClientInitDone;
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}
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if ( !gDebuggerApp.Initialize ( win32.hInstance ) )
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{
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goto DebuggerClientInitDone;
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}
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// hide the doom window by default
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::ShowWindow( win32.hWnd, SW_HIDE );
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gDebuggerApp.Run ( );
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DebuggerClientInitDone:
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common->Quit();
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}
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/*
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================
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DebuggerLaunch
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Launches another instance of the running executable with +debugger appended
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to the end to indicate that the debugger should start up.
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================
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*/
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void DebuggerClientLaunch ( void )
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{
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if ( renderSystem->IsFullScreen() ) {
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common->Printf( "Cannot run the script debugger in fullscreen mode.\n"
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"Set r_fullscreen to 0 and vid_restart.\n" );
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return;
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}
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// See if the debugger is already running
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if ( rvDebuggerWindow::Activate ( ) ) {
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return;
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}
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char exeFile[MAX_PATH];
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char curDir[MAX_PATH];
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STARTUPINFO startup;
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PROCESS_INFORMATION process;
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ZeroMemory ( &startup, sizeof(startup) );
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startup.cb = sizeof(startup);
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GetCurrentDirectory ( MAX_PATH, curDir );
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GetModuleFileName ( NULL, exeFile, MAX_PATH );
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const char* s = va("%s +set fs_game %s +set fs_cdpath %s +debugger", exeFile, cvarSystem->GetCVarString( "fs_game" ), cvarSystem->GetCVarString( "fs_cdpath" ) );
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CreateProcess ( NULL, (LPSTR)s,
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NULL, NULL, FALSE, 0, NULL, curDir, &startup, &process );
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CloseHandle ( process.hThread );
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CloseHandle ( process.hProcess );
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}
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#endif // #if defined( ID_ALLOW_TOOLS )
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/*
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================
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DebuggerServerThread
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Thread proc for the debugger server
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================
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*/
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static int SDLCALL DebuggerServerThread ( void *param )
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{
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assert ( gDebuggerServer );
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while ( !gDebuggerServerQuit )
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{
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gDebuggerServer->ProcessMessages ( );
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SDL_Delay( 1 );
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}
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return 0;
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}
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/*
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================
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DebuggerServerInit
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Starts up the debugger server
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================
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*/
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bool DebuggerServerInit ( void )
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{
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com_enableDebuggerServer.ClearModified( );
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if ( !com_debuggerSupported )
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{
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common->Warning( "Called DebuggerServerInit() without the gameDLL supporting it!\n" );
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return false;
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}
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// Dont do this if we are in the debugger already
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if ( gDebuggerServer != NULL
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|| ( com_editors & EDITOR_DEBUGGER ) )
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{
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return false;
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}
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// Allocate the new debugger server
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gDebuggerServer = new rvDebuggerServer;
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if ( !gDebuggerServer )
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{
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return false;
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}
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// Initialize the debugger server
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if ( !gDebuggerServer->Initialize ( ) )
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{
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delete gDebuggerServer;
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gDebuggerServer = NULL;
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return false;
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}
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// Start the debugger server thread
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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gDebuggerServerThread = SDL_CreateThread( DebuggerServerThread, "DebuggerServer", NULL );
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#else // SDL 1.2
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gDebuggerServerThread = SDL_CreateThread( DebuggerServerThread, NULL );
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#endif
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return true;
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}
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/*
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================
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DebuggerServerShutdown
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Shuts down the debugger server
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================
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*/
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void DebuggerServerShutdown ( void )
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{
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if ( gDebuggerServerThread != NULL )
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{
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// Signal the debugger server to quit
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gDebuggerServerQuit = true;
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// Wait for the thread to finish
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SDL_WaitThread( gDebuggerServerThread, NULL );
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gDebuggerServerThread = NULL;
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// Shutdown the server now
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gDebuggerServer->Shutdown();
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delete gDebuggerServer;
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gDebuggerServer = NULL;
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com_editors &= ~EDITOR_DEBUGGER;
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}
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com_enableDebuggerServer.ClearModified( );
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}
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/*
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================
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DebuggerServerCheckBreakpoint
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Check to see if there is a breakpoint associtated with this statement
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================
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*/
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void DebuggerServerCheckBreakpoint ( idInterpreter* interpreter, idProgram* program, int instructionPointer )
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{
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if ( !gDebuggerServer )
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{
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return;
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}
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gDebuggerServer->CheckBreakpoints ( interpreter, program, instructionPointer );
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}
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/*
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================
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DebuggerServerPrint
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Sends a print message to the debugger client
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================
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*/
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void DebuggerServerPrint ( const char* text )
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{
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if ( !gDebuggerServer )
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{
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return;
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}
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gDebuggerServer->Print ( text );
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}
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