dhewm3/neo/tools/debugger/DebuggerServer.cpp
dhewg 79ad905e05 Fix all whitespace errors
Excluding 3rd party files.
2011-12-10 15:35:54 +01:00

714 lines
17 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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, "<UNKNOWN>" );
MSG_WriteString ( msg, "<UNKNOWN>" );
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, "<UNKNOWN>" );
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 );
}