dhewm3/neo/tools/debugger/debugger.cpp
Daniel Gibson 9a95a2a1cf Building with editor support (on Win w/ VS2017) works \o/
Editor also seems to start, didn't test much further.

Only tested 32bit Windows, I fear the editor code isn't 64bit clean..

I hope I haven't broken anything elsewhere..
2019-01-13 22:52:28 +01:00

234 lines
5.6 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 "tools/edit_gui_common.h"
#include "../../sys/win32/rc/debugger_resource.h"
#include "DebuggerApp.h"
#include "DebuggerServer.h"
DWORD CALLBACK DebuggerThread ( LPVOID param );
rvDebuggerApp gDebuggerApp;
HWND gDebuggerWindow = NULL;
bool gDebuggerSuspend = false;
bool gDebuggerConnnected = false;
HANDLE gDebuggerGameThread = NULL;
rvDebuggerServer* gDebuggerServer = NULL;
HANDLE gDebuggerServerThread = NULL;
DWORD gDebuggerServerThreadID = 0;
bool gDebuggerServerQuit = false;
/*
================
DebuggerMain
Main entry point for the debugger application
================
*/
void DebuggerClientInit( const char *cmdline )
{
// See if the debugger is already running
if ( rvDebuggerWindow::Activate ( ) )
{
goto DebuggerClientInitDone;
}
if ( !gDebuggerApp.Initialize ( win32.hInstance ) )
{
goto DebuggerClientInitDone;
}
gDebuggerApp.Run ( );
DebuggerClientInitDone:
common->Quit();
}
/*
================
DebuggerLaunch
Launches another instance of the running executable with +debugger appended
to the end to indicate that the debugger should start up.
================
*/
void DebuggerClientLaunch ( void )
{
if ( renderSystem->IsFullScreen() ) {
common->Printf( "Cannot run the script debugger in fullscreen mode.\n"
"Set r_fullscreen to 0 and vid_restart.\n" );
return;
}
// See if the debugger is already running
if ( rvDebuggerWindow::Activate ( ) ) {
return;
}
char exeFile[MAX_PATH];
char curDir[MAX_PATH];
STARTUPINFO startup;
PROCESS_INFORMATION process;
ZeroMemory ( &startup, sizeof(startup) );
startup.cb = sizeof(startup);
GetCurrentDirectory ( MAX_PATH, curDir );
GetModuleFileName ( NULL, exeFile, MAX_PATH );
const char* s = va("%s +set fs_game %s +set fs_cdpath %s +debugger", exeFile, cvarSystem->GetCVarString( "fs_game" ), cvarSystem->GetCVarString( "fs_cdpath" ) );
CreateProcess ( NULL, (LPSTR)s,
NULL, NULL, FALSE, 0, NULL, curDir, &startup, &process );
CloseHandle ( process.hThread );
CloseHandle ( process.hProcess );
}
/*
================
DebuggerServerThread
Thread proc for the debugger server
================
*/
DWORD CALLBACK DebuggerServerThread ( LPVOID param )
{
assert ( gDebuggerServer );
while ( !gDebuggerServerQuit )
{
gDebuggerServer->ProcessMessages ( );
Sleep ( 1 );
}
return 0;
}
/*
================
DebuggerServerInit
Starts up the debugger server
================
*/
bool DebuggerServerInit ( void )
{
// Dont do this if we are in the debugger already
if ( com_editors & EDITOR_DEBUGGER )
{
return false;
}
// Allocate the new debugger server
gDebuggerServer = new rvDebuggerServer;
if ( !gDebuggerServer )
{
return false;
}
// Initialize the debugger server
if ( !gDebuggerServer->Initialize ( ) )
{
delete gDebuggerServer;
gDebuggerServer = NULL;
return false;
}
// Start the debugger server thread
gDebuggerServerThread = CreateThread ( NULL, 0, DebuggerServerThread, 0, 0, &gDebuggerServerThreadID );
return true;
}
/*
================
DebuggerServerShutdown
Shuts down the debugger server
================
*/
void DebuggerServerShutdown ( void )
{
if ( gDebuggerServerThread )
{
// Signal the debugger server to quit
gDebuggerServerQuit = true;
// Wait for the thread to finish
WaitForSingleObject ( gDebuggerServerThread, INFINITE );
// Shutdown the server now
gDebuggerServer->Shutdown();
delete gDebuggerServer;
gDebuggerServer = NULL;
// Cleanup the thread handle
CloseHandle ( gDebuggerServerThread );
gDebuggerServerThread = NULL;
}
}
/*
================
DebuggerServerCheckBreakpoint
Check to see if there is a breakpoint associtated with this statement
================
*/
void DebuggerServerCheckBreakpoint ( idInterpreter* interpreter, idProgram* program, int instructionPointer )
{
if ( !gDebuggerServer )
{
return;
}
gDebuggerServer->CheckBreakpoints ( interpreter, program, instructionPointer );
}
/*
================
DebuggerServerPrint
Sends a print message to the debugger client
================
*/
void DebuggerServerPrint ( const char* text )
{
if ( !gDebuggerServer )
{
return;
}
gDebuggerServer->Print ( text );
}