mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-30 16:11:11 +00:00
79ad905e05
Excluding 3rd party files.
714 lines
17 KiB
C++
714 lines
17 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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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../../game/gamesys/Event.h"
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#include "../../game/gamesys/Class.h"
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#include "../../game/script/Script_Program.h"
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#include "../../game/script/Script_Interpreter.h"
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#include "../../game/script/Script_Thread.h"
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#include "../../game/script/Script_Compiler.h"
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#include "../../framework/sync/Msg.h"
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#include "DebuggerApp.h"
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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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mGameThread = NULL;
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mLastStatementLine = -1;
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mBreakStepOverFunc1 = NULL;
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mBreakStepOverFunc2 = 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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// Get a copy of the game thread handle so we can suspend the thread on a break
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DuplicateHandle ( GetCurrentProcess(), GetCurrentThread ( ), GetCurrentProcess(), &mGameThread, 0, FALSE, DUPLICATE_SAME_ACCESS );
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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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InitializeCriticalSection ( &mCriticalSection );
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// Server must be running on the local host on port 28980
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Sys_StringToNetAdr ( "localhost", &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, ':' ) )
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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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// dont need the crit section anymore
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DeleteCriticalSection ( &mCriticalSection );
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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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msg_t msg;
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byte buffer[MAX_MSGLEN];
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MSG_Init( &msg, buffer, sizeof( buffer ) );
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// Check for pending udp packets on the debugger port
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while ( mPort.GetPacket ( adrFrom, msg.data, msg.cursize, msg.maxsize ) )
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{
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unsigned short command;
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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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{
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continue;
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}
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command = (unsigned short) MSG_ReadShort ( &msg );
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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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break;
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case DBMSG_CONNECTED:
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mConnected = true;
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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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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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Resume ( );
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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 = mBreakInterpreter->GetCallstackDepth ( );
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mBreakStepOverFunc1 = mBreakInterpreter->GetCallstack()[mBreakInterpreter->GetCallstackDepth()].f;
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if ( mBreakInterpreter->GetCallstackDepth() > 0 )
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{
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mBreakStepOverFunc2 = mBreakInterpreter->GetCallstack()[mBreakInterpreter->GetCallstackDepth()-1].f;
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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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}
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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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msg_t msg;
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byte buffer[MAX_MSGLEN];
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MSG_Init( &msg, buffer, sizeof( buffer ) );
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MSG_WriteShort ( &msg, (int)dbmsg );
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SendPacket ( msg.data, msg.cursize );
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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 adding 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 ( msg_t* 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[MAX_PATH];
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// Read the breakpoint info
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onceOnly = MSG_ReadBits ( msg, 1 ) ? true : false;
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lineNumber = MSG_ReadLong ( msg );
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id = MSG_ReadLong ( msg );
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MSG_ReadString ( msg, filename, MAX_PATH );
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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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EnterCriticalSection ( &mCriticalSection );
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mBreakpoints.Append ( new rvDebuggerBreakpoint ( filename, lineNumber, id ) );
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LeaveCriticalSection ( &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 ( msg_t* 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_ReadLong ( msg );
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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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EnterCriticalSection ( &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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LeaveCriticalSection ( &mCriticalSection );
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}
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/*
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================
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rvDebuggerServer::MSG_WriteCallstackFunc
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Writes a single callstack entry to the given message
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================
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*/
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void rvDebuggerServer::MSG_WriteCallstackFunc ( msg_t* msg, const prstack_t* stack )
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{
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const statement_t* st;
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const function_t* func;
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func = stack->f;
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// If the function is unknown then just fill in with default data.
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if ( !func )
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{
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MSG_WriteString ( msg, "<UNKNOWN>" );
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MSG_WriteString ( msg, "<UNKNOWN>" );
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MSG_WriteLong ( msg, 0 );
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return;
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}
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else
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{
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MSG_WriteString ( msg, va("%s( ??? )", func->Name() ) );
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}
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// Use the calling statement as the filename and linenumber where
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// the call was made from
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st = &mBreakProgram->GetStatement ( stack->s );
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if ( st )
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{
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idStr qpath;
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OSPathToRelativePath(mBreakProgram->GetFilename( st->file ), qpath);
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qpath.BackSlashesToSlashes ( );
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MSG_WriteString ( msg, qpath );
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MSG_WriteLong ( msg, st->linenumber );
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}
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else
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{
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MSG_WriteString ( msg, "<UNKNOWN>" );
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MSG_WriteLong ( msg, 0 );
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}
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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 ( msg_t* in_msg )
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{
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msg_t msg;
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byte buffer[MAX_MSGLEN];
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int i;
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prstack_t temp;
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MSG_Init( &msg, buffer, sizeof( buffer ) );
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MSG_WriteShort ( &msg, (int)DBMSG_INSPECTCALLSTACK );
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MSG_WriteShort ( &msg, (int)mBreakInterpreter->GetCallstackDepth ( ) );
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// write out the current function
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temp.f = mBreakInterpreter->GetCurrentFunction ( );
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temp.s = 0;
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temp.stackbase = 0;
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MSG_WriteCallstackFunc ( &msg, &temp );
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// Run through all of the callstack and write each to the msg
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for ( i = mBreakInterpreter->GetCallstackDepth ( ) - 1; i > 0; i -- )
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{
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MSG_WriteCallstackFunc ( &msg, mBreakInterpreter->GetCallstack ( ) + i );
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}
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SendPacket ( msg.data, msg.cursize );
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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 ( msg_t* in_msg )
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{
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msg_t msg;
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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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MSG_Init( &msg, buffer, sizeof( buffer ) );
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MSG_WriteShort ( &msg, (int)DBMSG_INSPECTTHREADS );
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// Write the number of threads to the message
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MSG_WriteShort ( &msg, (int)idThread::GetThreads().Num() );
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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 < idThread::GetThreads().Num(); i ++ )
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{
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idThread* thread = idThread::GetThreads()[i];
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MSG_WriteString ( &msg, thread->GetThreadName ( ) );
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MSG_WriteLong ( &msg, thread->GetThreadNum ( ) );
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MSG_WriteBits ( &msg, (int)(thread == mBreakInterpreter->GetThread ( )), 1 );
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MSG_WriteBits ( &msg, (int)thread->IsDoneProcessing(), 1 );
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MSG_WriteBits ( &msg, (int)thread->IsWaiting(), 1 );
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MSG_WriteBits ( &msg, (int)thread->IsDying(), 1 );
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}
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// Send off the inspect threads packet to the debugger client
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SendPacket ( msg.data, msg.cursize );
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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 ( msg_t* in_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 ( in_msg );
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MSG_ReadString ( in_msg, varname, 256 );
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idStr varvalue;
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msg_t msg;
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byte buffer[MAX_MSGLEN];
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// Initialize the message
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MSG_Init( &msg, buffer, sizeof( buffer ) );
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MSG_WriteShort ( &msg, (int)DBMSG_INSPECTVARIABLE );
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if ( !mBreakInterpreter->GetRegisterValue ( varname, varvalue, scopeDepth ) )
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{
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varvalue = "???";
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}
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MSG_WriteShort ( &msg, (short)scopeDepth );
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MSG_WriteString ( &msg, varname );
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MSG_WriteString ( &msg, varvalue );
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SendPacket ( msg.data, msg.cursize );
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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 statement_t* st;
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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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st = &program->GetStatement ( instructionPointer );
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filename = program->GetFilename ( st->file );
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// Operate on lines, not statements
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if ( mLastStatementLine == st->linenumber && mLastStatementFile == st->file )
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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( st->file );
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mLastStatementLine = st->linenumber;
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// Reset stepping when the last function on the callstack is returned from
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if ( st->op == OP_RETURN && interpreter->GetCallstackDepth ( ) <= 1 )
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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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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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if ( ( interpreter->GetCurrentFunction ( ) == mBreakStepOverFunc1 ||
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interpreter->GetCurrentFunction ( ) == mBreakStepOverFunc2 )&&
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( interpreter->GetCallstackDepth ( ) <= 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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// Break
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Break ( interpreter, program, instructionPointer );
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return;
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}
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idStr qpath;
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OSPathToRelativePath(filename,qpath);
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qpath.BackSlashesToSlashes ( );
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EnterCriticalSection ( &mCriticalSection );
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// Check all the breakpoints
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for ( i = 0; i < mBreakpoints.Num ( ); i ++ )
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{
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rvDebuggerBreakpoint* bp = mBreakpoints[i];
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// Skip if not match of the line number
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if ( st->linenumber != bp->GetLineNumber ( ) )
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{
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continue;
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}
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// Skip if no match of the filename
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if ( idStr::Icmp ( bp->GetFilename(), qpath ) )
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{
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continue;
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}
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// Pop out of the critical section so we dont get stuck
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LeaveCriticalSection ( &mCriticalSection );
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// We hit a breakpoint, so break
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Break ( interpreter, program, instructionPointer );
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// Back into the critical section since we are going to have to leave it
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EnterCriticalSection ( &mCriticalSection );
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break;
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}
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LeaveCriticalSection ( &mCriticalSection );
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}
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/*
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================
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rvDebuggerServer::Break
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Halt execution of the game threads and inform the debugger client that
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the game has been halted
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================
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*/
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void rvDebuggerServer::Break ( idInterpreter* interpreter, idProgram* program, int instructionPointer )
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{
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msg_t msg;
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byte buffer[MAX_MSGLEN];
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const statement_t* st;
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const char* filename;
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// Clear all the break types
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mBreakStepOver = false;
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mBreakStepInto = false;
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mBreakNext = false;
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// Grab the current statement and the filename that it came from
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st = &program->GetStatement ( instructionPointer );
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filename = program->GetFilename ( st->file );
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idStr qpath;
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OSPathToRelativePath(filename, qpath);
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qpath.BackSlashesToSlashes ( );
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// Give the mouse cursor back to the world
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Sys_GrabMouseCursor( false );
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// Set the break variable so we know the main thread is stopped
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mBreak = true;
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mBreakProgram = program;
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mBreakInterpreter = interpreter;
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mBreakInstructionPointer = instructionPointer;
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// Inform the debugger of the breakpoint hit
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MSG_Init( &msg, buffer, sizeof( buffer ) );
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MSG_WriteShort ( &msg, (int)DBMSG_BREAK );
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MSG_WriteLong ( &msg, st->linenumber );
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MSG_WriteString ( &msg, qpath );
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SendPacket ( msg.data, msg.cursize );
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// Suspend the game thread. Since this will be called from within the main game thread
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// execution wont return until after the thread is resumed
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SuspendThread ( mGameThread );
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// Let the debugger client know that we have started back up again
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SendMessage ( DBMSG_RESUMED );
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// This is to give some time between the keypress that
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// told us to resume and the setforeground window. Otherwise the quake window
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// would just flash
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Sleep ( 150 );
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// Bring the window back to the foreground
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SetForegroundWindow ( win32.hWnd );
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SetActiveWindow ( win32.hWnd );
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UpdateWindow ( win32.hWnd );
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SetFocus ( win32.hWnd );
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// Give the mouse cursor back to the game
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Sys_GrabMouseCursor( true );
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// Clear all commands that were generated before we went into suspended mode. This is
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// to ensure we dont have mouse downs with no ups because the context was changed.
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idKeyInput::ClearStates();
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}
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/*
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================
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rvDebuggerServer::Resume
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Resume execution of the game.
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================
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*/
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void rvDebuggerServer::Resume ( void )
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{
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// Cant resume if not paused
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if ( !mBreak )
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{
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return;
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}
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mBreak = false;
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// Start the game thread back up
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ResumeThread ( mGameThread );
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}
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/*
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================
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rvDebuggerServer::ClearBreakpoints
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Remove all known breakpoints
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================
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*/
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void rvDebuggerServer::ClearBreakpoints ( void )
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{
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int i;
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for ( i = 0; i < mBreakpoints.Num(); i ++ )
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{
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delete mBreakpoints[i];
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}
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mBreakpoints.Clear ( );
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}
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/*
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================
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rvDebuggerServer::Print
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Sends a console print message over to the debugger client
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================
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*/
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void rvDebuggerServer::Print ( const char* text )
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{
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if ( !mConnected )
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{
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return;
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}
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msg_t msg;
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byte buffer[MAX_MSGLEN];
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MSG_Init( &msg, buffer, sizeof( buffer ) );
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MSG_WriteShort ( &msg, (int)DBMSG_PRINT );
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MSG_WriteString ( &msg, text );
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SendPacket ( msg.data, msg.cursize );
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}
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