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+// Copyright 2008 the V8 project authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#ifndef V8_V8_DEBUG_H_
+#define V8_V8_DEBUG_H_
+
+#include "v8.h"
+
+/**
+ * Debugger support for the V8 JavaScript engine.
+ */
+namespace v8 {
+
+// Debug events which can occur in the V8 JavaScript engine.
+enum DebugEvent {
+ Break = 1,
+ Exception = 2,
+ NewFunction = 3,
+ BeforeCompile = 4,
+ AfterCompile = 5,
+ CompileError = 6,
+ PromiseEvent = 7,
+ AsyncTaskEvent = 8,
+ BreakForCommand = 9
+};
+
+
+class V8_EXPORT Debug {
+ public:
+ /**
+ * A client object passed to the v8 debugger whose ownership will be taken by
+ * it. v8 is always responsible for deleting the object.
+ */
+ class ClientData {
+ public:
+ virtual ~ClientData() {}
+ };
+
+
+ /**
+ * A message object passed to the debug message handler.
+ */
+ class Message {
+ public:
+ /**
+ * Check type of message.
+ */
+ virtual bool IsEvent() const = 0;
+ virtual bool IsResponse() const = 0;
+ virtual DebugEvent GetEvent() const = 0;
+
+ /**
+ * Indicate whether this is a response to a continue command which will
+ * start the VM running after this is processed.
+ */
+ virtual bool WillStartRunning() const = 0;
+
+ /**
+ * Access to execution state and event data. Don't store these cross
+ * callbacks as their content becomes invalid. These objects are from the
+ * debugger event that started the debug message loop.
+ */
+ virtual Handle<Object> GetExecutionState() const = 0;
+ virtual Handle<Object> GetEventData() const = 0;
+
+ /**
+ * Get the debugger protocol JSON.
+ */
+ virtual Handle<String> GetJSON() const = 0;
+
+ /**
+ * Get the context active when the debug event happened. Note this is not
+ * the current active context as the JavaScript part of the debugger is
+ * running in its own context which is entered at this point.
+ */
+ virtual Handle<Context> GetEventContext() const = 0;
+
+ /**
+ * Client data passed with the corresponding request if any. This is the
+ * client_data data value passed into Debug::SendCommand along with the
+ * request that led to the message or NULL if the message is an event. The
+ * debugger takes ownership of the data and will delete it even if there is
+ * no message handler.
+ */
+ virtual ClientData* GetClientData() const = 0;
+
+ virtual Isolate* GetIsolate() const = 0;
+
+ virtual ~Message() {}
+ };
+
+
+ /**
+ * An event details object passed to the debug event listener.
+ */
+ class EventDetails {
+ public:
+ /**
+ * Event type.
+ */
+ virtual DebugEvent GetEvent() const = 0;
+
+ /**
+ * Access to execution state and event data of the debug event. Don't store
+ * these cross callbacks as their content becomes invalid.
+ */
+ virtual Handle<Object> GetExecutionState() const = 0;
+ virtual Handle<Object> GetEventData() const = 0;
+
+ /**
+ * Get the context active when the debug event happened. Note this is not
+ * the current active context as the JavaScript part of the debugger is
+ * running in its own context which is entered at this point.
+ */
+ virtual Handle<Context> GetEventContext() const = 0;
+
+ /**
+ * Client data passed with the corresponding callback when it was
+ * registered.
+ */
+ virtual Handle<Value> GetCallbackData() const = 0;
+
+ /**
+ * Client data passed to DebugBreakForCommand function. The
+ * debugger takes ownership of the data and will delete it even if
+ * there is no message handler.
+ */
+ virtual ClientData* GetClientData() const = 0;
+
+ virtual ~EventDetails() {}
+ };
+
+ /**
+ * Debug event callback function.
+ *
+ * \param event_details object providing information about the debug event
+ *
+ * A EventCallback2 does not take possession of the event data,
+ * and must not rely on the data persisting after the handler returns.
+ */
+ typedef void (*EventCallback)(const EventDetails& event_details);
+
+ /**
+ * Debug message callback function.
+ *
+ * \param message the debug message handler message object
+ *
+ * A MessageHandler2 does not take possession of the message data,
+ * and must not rely on the data persisting after the handler returns.
+ */
+ typedef void (*MessageHandler)(const Message& message);
+
+ /**
+ * Callback function for the host to ensure debug messages are processed.
+ */
+ typedef void (*DebugMessageDispatchHandler)();
+
+ static bool SetDebugEventListener(EventCallback that,
+ Handle<Value> data = Handle<Value>());
+
+ // Schedule a debugger break to happen when JavaScript code is run
+ // in the given isolate.
+ static void DebugBreak(Isolate* isolate);
+
+ // Remove scheduled debugger break in given isolate if it has not
+ // happened yet.
+ static void CancelDebugBreak(Isolate* isolate);
+
+ // Check if a debugger break is scheduled in the given isolate.
+ static bool CheckDebugBreak(Isolate* isolate);
+
+ // Break execution of JavaScript in the given isolate (this method
+ // can be invoked from a non-VM thread) for further client command
+ // execution on a VM thread. Client data is then passed in
+ // EventDetails to EventCallback2 at the moment when the VM actually
+ // stops.
+ static void DebugBreakForCommand(Isolate* isolate, ClientData* data);
+
+ // Message based interface. The message protocol is JSON.
+ static void SetMessageHandler(MessageHandler handler);
+
+ static void SendCommand(Isolate* isolate,
+ const uint16_t* command, int length,
+ ClientData* client_data = NULL);
+
+ /**
+ * Run a JavaScript function in the debugger.
+ * \param fun the function to call
+ * \param data passed as second argument to the function
+ * With this call the debugger is entered and the function specified is called
+ * with the execution state as the first argument. This makes it possible to
+ * get access to information otherwise not available during normal JavaScript
+ * execution e.g. details on stack frames. Receiver of the function call will
+ * be the debugger context global object, however this is a subject to change.
+ * The following example shows a JavaScript function which when passed to
+ * v8::Debug::Call will return the current line of JavaScript execution.
+ *
+ * \code
+ * function frame_source_line(exec_state) {
+ * return exec_state.frame(0).sourceLine();
+ * }
+ * \endcode
+ */
+ static Local<Value> Call(v8::Handle<v8::Function> fun,
+ Handle<Value> data = Handle<Value>());
+
+ /**
+ * Returns a mirror object for the given object.
+ */
+ static Local<Value> GetMirror(v8::Handle<v8::Value> obj);
+
+ /**
+ * Makes V8 process all pending debug messages.
+ *
+ * From V8 point of view all debug messages come asynchronously (e.g. from
+ * remote debugger) but they all must be handled synchronously: V8 cannot
+ * do 2 things at one time so normal script execution must be interrupted
+ * for a while.
+ *
+ * Generally when message arrives V8 may be in one of 3 states:
+ * 1. V8 is running script; V8 will automatically interrupt and process all
+ * pending messages;
+ * 2. V8 is suspended on debug breakpoint; in this state V8 is dedicated
+ * to reading and processing debug messages;
+ * 3. V8 is not running at all or has called some long-working C++ function;
+ * by default it means that processing of all debug messages will be deferred
+ * until V8 gets control again; however, embedding application may improve
+ * this by manually calling this method.
+ *
+ * Technically this method in many senses is equivalent to executing empty
+ * script:
+ * 1. It does nothing except for processing all pending debug messages.
+ * 2. It should be invoked with the same precautions and from the same context
+ * as V8 script would be invoked from, because:
+ * a. with "evaluate" command it can do whatever normal script can do,
+ * including all native calls;
+ * b. no other thread should call V8 while this method is running
+ * (v8::Locker may be used here).
+ *
+ * "Evaluate" debug command behavior currently is not specified in scope
+ * of this method.
+ */
+ static void ProcessDebugMessages();
+
+ /**
+ * Debugger is running in its own context which is entered while debugger
+ * messages are being dispatched. This is an explicit getter for this
+ * debugger context. Note that the content of the debugger context is subject
+ * to change.
+ */
+ static Local<Context> GetDebugContext();
+
+
+ /**
+ * Enable/disable LiveEdit functionality for the given Isolate
+ * (default Isolate if not provided). V8 will abort if LiveEdit is
+ * unexpectedly used. LiveEdit is enabled by default.
+ */
+ static void SetLiveEditEnabled(Isolate* isolate, bool enable);
+};
+
+
+} // namespace v8
+
+
+#undef EXPORT
+
+
+#endif // V8_V8_DEBUG_H_