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Unified Diff: src/debug.cc

Issue 1265923002: Debugger: move implementation to a separate folder. (Closed) Base URL: https://chromium.googlesource.com/v8/v8.git@master
Patch Set: rebase Created 5 years, 5 months ago
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Index: src/debug.cc
diff --git a/src/debug.cc b/src/debug.cc
deleted file mode 100644
index 38d9f47f29d186a41e6d4d225fb1fd2369e6a4f6..0000000000000000000000000000000000000000
--- a/src/debug.cc
+++ /dev/null
@@ -1,2811 +0,0 @@
-// Copyright 2012 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.
-
-#include "src/v8.h"
-
-#include "src/api.h"
-#include "src/arguments.h"
-#include "src/bootstrapper.h"
-#include "src/code-stubs.h"
-#include "src/codegen.h"
-#include "src/compilation-cache.h"
-#include "src/compiler.h"
-#include "src/debug.h"
-#include "src/deoptimizer.h"
-#include "src/execution.h"
-#include "src/full-codegen/full-codegen.h"
-#include "src/global-handles.h"
-#include "src/list.h"
-#include "src/log.h"
-#include "src/messages.h"
-#include "src/snapshot/natives.h"
-
-#include "include/v8-debug.h"
-
-namespace v8 {
-namespace internal {
-
-Debug::Debug(Isolate* isolate)
- : debug_context_(Handle<Context>()),
- event_listener_(Handle<Object>()),
- event_listener_data_(Handle<Object>()),
- message_handler_(NULL),
- command_received_(0),
- command_queue_(isolate->logger(), kQueueInitialSize),
- is_active_(false),
- is_suppressed_(false),
- live_edit_enabled_(true), // TODO(yangguo): set to false by default.
- break_disabled_(false),
- in_debug_event_listener_(false),
- break_on_exception_(false),
- break_on_uncaught_exception_(false),
- script_cache_(NULL),
- debug_info_list_(NULL),
- isolate_(isolate) {
- ThreadInit();
-}
-
-
-static v8::Local<v8::Context> GetDebugEventContext(Isolate* isolate) {
- Handle<Context> context = isolate->debug()->debugger_entry()->GetContext();
- // Isolate::context() may have been NULL when "script collected" event
- // occured.
- if (context.is_null()) return v8::Local<v8::Context>();
- Handle<Context> native_context(context->native_context());
- return v8::Utils::ToLocal(native_context);
-}
-
-
-BreakLocation::BreakLocation(Handle<DebugInfo> debug_info, RelocInfo* rinfo,
- int position, int statement_position)
- : debug_info_(debug_info),
- pc_offset_(static_cast<int>(rinfo->pc() - debug_info->code()->entry())),
- rmode_(rinfo->rmode()),
- data_(rinfo->data()),
- position_(position),
- statement_position_(statement_position) {}
-
-
-BreakLocation::Iterator::Iterator(Handle<DebugInfo> debug_info,
- BreakLocatorType type)
- : debug_info_(debug_info),
- reloc_iterator_(debug_info->code(), GetModeMask(type)),
- break_index_(-1),
- position_(1),
- statement_position_(1) {
- if (!Done()) Next();
-}
-
-
-int BreakLocation::Iterator::GetModeMask(BreakLocatorType type) {
- int mask = 0;
- mask |= RelocInfo::ModeMask(RelocInfo::POSITION);
- mask |= RelocInfo::ModeMask(RelocInfo::STATEMENT_POSITION);
- mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_RETURN);
- mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_CALL);
- mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_CONSTRUCT_CALL);
- if (type == ALL_BREAK_LOCATIONS) {
- mask |= RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_POSITION);
- mask |= RelocInfo::ModeMask(RelocInfo::DEBUGGER_STATEMENT);
- }
- return mask;
-}
-
-
-void BreakLocation::Iterator::Next() {
- DisallowHeapAllocation no_gc;
- DCHECK(!Done());
-
- // Iterate through reloc info for code and original code stopping at each
- // breakable code target.
- bool first = break_index_ == -1;
- while (!Done()) {
- if (!first) reloc_iterator_.next();
- first = false;
- if (Done()) return;
-
- // Whenever a statement position or (plain) position is passed update the
- // current value of these.
- if (RelocInfo::IsPosition(rmode())) {
- if (RelocInfo::IsStatementPosition(rmode())) {
- statement_position_ = static_cast<int>(
- rinfo()->data() - debug_info_->shared()->start_position());
- }
- // Always update the position as we don't want that to be before the
- // statement position.
- position_ = static_cast<int>(rinfo()->data() -
- debug_info_->shared()->start_position());
- DCHECK(position_ >= 0);
- DCHECK(statement_position_ >= 0);
- continue;
- }
-
- DCHECK(RelocInfo::IsDebugBreakSlot(rmode()) ||
- RelocInfo::IsDebuggerStatement(rmode()));
-
- if (RelocInfo::IsDebugBreakSlotAtReturn(rmode())) {
- // Set the positions to the end of the function.
- if (debug_info_->shared()->HasSourceCode()) {
- position_ = debug_info_->shared()->end_position() -
- debug_info_->shared()->start_position() - 1;
- } else {
- position_ = 0;
- }
- statement_position_ = position_;
- }
-
- break;
- }
- break_index_++;
-}
-
-
-// Find the break point at the supplied address, or the closest one before
-// the address.
-BreakLocation BreakLocation::FromAddress(Handle<DebugInfo> debug_info,
- BreakLocatorType type, Address pc) {
- Iterator it(debug_info, type);
- it.SkipTo(BreakIndexFromAddress(debug_info, type, pc));
- return it.GetBreakLocation();
-}
-
-
-// Find the break point at the supplied address, or the closest one before
-// the address.
-void BreakLocation::FromAddressSameStatement(Handle<DebugInfo> debug_info,
- BreakLocatorType type, Address pc,
- List<BreakLocation>* result_out) {
- int break_index = BreakIndexFromAddress(debug_info, type, pc);
- Iterator it(debug_info, type);
- it.SkipTo(break_index);
- int statement_position = it.statement_position();
- while (!it.Done() && it.statement_position() == statement_position) {
- result_out->Add(it.GetBreakLocation());
- it.Next();
- }
-}
-
-
-int BreakLocation::BreakIndexFromAddress(Handle<DebugInfo> debug_info,
- BreakLocatorType type, Address pc) {
- // Run through all break points to locate the one closest to the address.
- int closest_break = 0;
- int distance = kMaxInt;
- for (Iterator it(debug_info, type); !it.Done(); it.Next()) {
- // Check if this break point is closer that what was previously found.
- if (it.pc() <= pc && pc - it.pc() < distance) {
- closest_break = it.break_index();
- distance = static_cast<int>(pc - it.pc());
- // Check whether we can't get any closer.
- if (distance == 0) break;
- }
- }
- return closest_break;
-}
-
-
-BreakLocation BreakLocation::FromPosition(Handle<DebugInfo> debug_info,
- BreakLocatorType type, int position,
- BreakPositionAlignment alignment) {
- // Run through all break points to locate the one closest to the source
- // position.
- int closest_break = 0;
- int distance = kMaxInt;
-
- for (Iterator it(debug_info, type); !it.Done(); it.Next()) {
- int next_position;
- if (alignment == STATEMENT_ALIGNED) {
- next_position = it.statement_position();
- } else {
- DCHECK(alignment == BREAK_POSITION_ALIGNED);
- next_position = it.position();
- }
- if (position <= next_position && next_position - position < distance) {
- closest_break = it.break_index();
- distance = next_position - position;
- // Check whether we can't get any closer.
- if (distance == 0) break;
- }
- }
-
- Iterator it(debug_info, type);
- it.SkipTo(closest_break);
- return it.GetBreakLocation();
-}
-
-
-void BreakLocation::SetBreakPoint(Handle<Object> break_point_object) {
- // If there is not already a real break point here patch code with debug
- // break.
- if (!HasBreakPoint()) SetDebugBreak();
- DCHECK(IsDebugBreak() || IsDebuggerStatement());
- // Set the break point information.
- DebugInfo::SetBreakPoint(debug_info_, pc_offset_, position_,
- statement_position_, break_point_object);
-}
-
-
-void BreakLocation::ClearBreakPoint(Handle<Object> break_point_object) {
- // Clear the break point information.
- DebugInfo::ClearBreakPoint(debug_info_, pc_offset_, break_point_object);
- // If there are no more break points here remove the debug break.
- if (!HasBreakPoint()) {
- ClearDebugBreak();
- DCHECK(!IsDebugBreak());
- }
-}
-
-
-void BreakLocation::SetOneShot() {
- // Debugger statement always calls debugger. No need to modify it.
- if (IsDebuggerStatement()) return;
-
- // If there is a real break point here no more to do.
- if (HasBreakPoint()) {
- DCHECK(IsDebugBreak());
- return;
- }
-
- // Patch code with debug break.
- SetDebugBreak();
-}
-
-
-void BreakLocation::ClearOneShot() {
- // Debugger statement always calls debugger. No need to modify it.
- if (IsDebuggerStatement()) return;
-
- // If there is a real break point here no more to do.
- if (HasBreakPoint()) {
- DCHECK(IsDebugBreak());
- return;
- }
-
- // Patch code removing debug break.
- ClearDebugBreak();
- DCHECK(!IsDebugBreak());
-}
-
-
-void BreakLocation::SetDebugBreak() {
- // Debugger statement always calls debugger. No need to modify it.
- if (IsDebuggerStatement()) return;
-
- // If there is already a break point here just return. This might happen if
- // the same code is flooded with break points twice. Flooding the same
- // function twice might happen when stepping in a function with an exception
- // handler as the handler and the function is the same.
- if (IsDebugBreak()) return;
-
- DCHECK(IsDebugBreakSlot());
- Builtins* builtins = debug_info_->GetIsolate()->builtins();
- Handle<Code> target =
- IsReturn() ? builtins->Return_DebugBreak() : builtins->Slot_DebugBreak();
- DebugCodegen::PatchDebugBreakSlot(pc(), target);
- DCHECK(IsDebugBreak());
-}
-
-
-void BreakLocation::ClearDebugBreak() {
- // Debugger statement always calls debugger. No need to modify it.
- if (IsDebuggerStatement()) return;
-
- DCHECK(IsDebugBreakSlot());
- DebugCodegen::ClearDebugBreakSlot(pc());
- DCHECK(!IsDebugBreak());
-}
-
-
-bool BreakLocation::IsStepInLocation() const {
- return IsConstructCall() || IsCall();
-}
-
-
-bool BreakLocation::IsDebugBreak() const {
- if (IsDebugBreakSlot()) {
- return rinfo().IsPatchedDebugBreakSlotSequence();
- }
- return false;
-}
-
-
-Handle<Object> BreakLocation::BreakPointObjects() const {
- return debug_info_->GetBreakPointObjects(pc_offset_);
-}
-
-
-// Threading support.
-void Debug::ThreadInit() {
- thread_local_.break_count_ = 0;
- thread_local_.break_id_ = 0;
- thread_local_.break_frame_id_ = StackFrame::NO_ID;
- thread_local_.last_step_action_ = StepNone;
- thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
- thread_local_.step_count_ = 0;
- thread_local_.last_fp_ = 0;
- thread_local_.queued_step_count_ = 0;
- thread_local_.step_into_fp_ = 0;
- thread_local_.step_out_fp_ = 0;
- // TODO(isolates): frames_are_dropped_?
- base::NoBarrier_Store(&thread_local_.current_debug_scope_,
- static_cast<base::AtomicWord>(0));
- thread_local_.restarter_frame_function_pointer_ = NULL;
-}
-
-
-char* Debug::ArchiveDebug(char* storage) {
- char* to = storage;
- MemCopy(to, reinterpret_cast<char*>(&thread_local_), sizeof(ThreadLocal));
- ThreadInit();
- return storage + ArchiveSpacePerThread();
-}
-
-
-char* Debug::RestoreDebug(char* storage) {
- char* from = storage;
- MemCopy(reinterpret_cast<char*>(&thread_local_), from, sizeof(ThreadLocal));
- return storage + ArchiveSpacePerThread();
-}
-
-
-int Debug::ArchiveSpacePerThread() {
- return sizeof(ThreadLocal);
-}
-
-
-ScriptCache::ScriptCache(Isolate* isolate) : isolate_(isolate) {
- Heap* heap = isolate_->heap();
- HandleScope scope(isolate_);
-
- DCHECK(isolate_->debug()->is_active());
-
- // Perform a GC to get rid of all unreferenced scripts.
- heap->CollectAllGarbage(Heap::kMakeHeapIterableMask, "ScriptCache");
-
- // Scan heap for Script objects.
- List<Handle<Script> > scripts;
- {
- HeapIterator iterator(heap, HeapIterator::kFilterUnreachable);
- DisallowHeapAllocation no_allocation;
- for (HeapObject* obj = iterator.next(); obj != NULL;
- obj = iterator.next()) {
- if (obj->IsScript() && Script::cast(obj)->HasValidSource()) {
- scripts.Add(Handle<Script>(Script::cast(obj)));
- }
- }
- }
-
- GlobalHandles* global_handles = isolate_->global_handles();
- table_ = Handle<WeakValueHashTable>::cast(global_handles->Create(
- Object::cast(*WeakValueHashTable::New(isolate_, scripts.length()))));
- for (int i = 0; i < scripts.length(); i++) Add(scripts[i]);
-}
-
-
-void ScriptCache::Add(Handle<Script> script) {
- HandleScope scope(isolate_);
- Handle<Smi> id(script->id(), isolate_);
-
-#ifdef DEBUG
- Handle<Object> lookup(table_->LookupWeak(id), isolate_);
- if (!lookup->IsTheHole()) {
- Handle<Script> found = Handle<Script>::cast(lookup);
- DCHECK(script->id() == found->id());
- DCHECK(!script->name()->IsString() ||
- String::cast(script->name())->Equals(String::cast(found->name())));
- }
-#endif
-
- Handle<WeakValueHashTable> new_table =
- WeakValueHashTable::PutWeak(table_, id, script);
-
- if (new_table.is_identical_to(table_)) return;
- GlobalHandles* global_handles = isolate_->global_handles();
- global_handles->Destroy(Handle<Object>::cast(table_).location());
- table_ = Handle<WeakValueHashTable>::cast(
- global_handles->Create(Object::cast(*new_table)));
-}
-
-
-ScriptCache::~ScriptCache() {
- isolate_->global_handles()->Destroy(Handle<Object>::cast(table_).location());
- table_ = Handle<WeakValueHashTable>();
-}
-
-
-DebugInfoListNode::DebugInfoListNode(DebugInfo* debug_info): next_(NULL) {
- // Globalize the request debug info object and make it weak.
- GlobalHandles* global_handles = debug_info->GetIsolate()->global_handles();
- debug_info_ =
- Handle<DebugInfo>::cast(global_handles->Create(debug_info)).location();
-}
-
-
-DebugInfoListNode::~DebugInfoListNode() {
- if (debug_info_ == nullptr) return;
- GlobalHandles::Destroy(reinterpret_cast<Object**>(debug_info_));
- debug_info_ = nullptr;
-}
-
-
-bool Debug::CompileDebuggerScript(Isolate* isolate, int index) {
- Factory* factory = isolate->factory();
- HandleScope scope(isolate);
-
- // Bail out if the index is invalid.
- if (index == -1) return false;
-
- // Find source and name for the requested script.
- Handle<String> source_code =
- isolate->bootstrapper()->SourceLookup<Natives>(index);
- Vector<const char> name = Natives::GetScriptName(index);
- Handle<String> script_name =
- factory->NewStringFromAscii(name).ToHandleChecked();
- Handle<Context> context = isolate->native_context();
-
- // Compile the script.
- Handle<SharedFunctionInfo> function_info;
- function_info = Compiler::CompileScript(
- source_code, script_name, 0, 0, ScriptOriginOptions(), Handle<Object>(),
- context, NULL, NULL, ScriptCompiler::kNoCompileOptions, NATIVES_CODE,
- false);
- if (function_info.is_null()) return false;
-
- // Execute the shared function in the debugger context.
- Handle<JSFunction> function =
- factory->NewFunctionFromSharedFunctionInfo(function_info, context);
-
- MaybeHandle<Object> maybe_exception;
- MaybeHandle<Object> result = Execution::TryCall(
- function, handle(context->global_proxy()), 0, NULL, &maybe_exception);
-
- // Check for caught exceptions.
- if (result.is_null()) {
- DCHECK(!isolate->has_pending_exception());
- MessageLocation computed_location;
- isolate->ComputeLocation(&computed_location);
- Handle<JSMessageObject> message = MessageHandler::MakeMessageObject(
- isolate, MessageTemplate::kDebuggerLoading, &computed_location,
- isolate->factory()->undefined_value(), Handle<JSArray>());
- DCHECK(!isolate->has_pending_exception());
- Handle<Object> exception;
- if (maybe_exception.ToHandle(&exception)) {
- isolate->set_pending_exception(*exception);
- MessageHandler::ReportMessage(isolate, NULL, message);
- }
- DCHECK(!maybe_exception.is_null());
- return false;
- }
-
- // Mark this script as native and return successfully.
- Handle<Script> script(Script::cast(function->shared()->script()));
- script->set_type(Smi::FromInt(Script::TYPE_NATIVE));
- return true;
-}
-
-
-bool Debug::Load() {
- // Return if debugger is already loaded.
- if (is_loaded()) return true;
-
- // Bail out if we're already in the process of compiling the native
- // JavaScript source code for the debugger.
- if (is_suppressed_) return false;
- SuppressDebug while_loading(this);
-
- // Disable breakpoints and interrupts while compiling and running the
- // debugger scripts including the context creation code.
- DisableBreak disable(this, true);
- PostponeInterruptsScope postpone(isolate_);
-
- // Create the debugger context.
- HandleScope scope(isolate_);
- ExtensionConfiguration no_extensions;
- Handle<Context> context = isolate_->bootstrapper()->CreateEnvironment(
- MaybeHandle<JSGlobalProxy>(), v8::Local<ObjectTemplate>(),
- &no_extensions);
-
- // Fail if no context could be created.
- if (context.is_null()) return false;
-
- // Use the debugger context.
- SaveContext save(isolate_);
- isolate_->set_context(*context);
-
- // Expose the builtins object in the debugger context.
- Handle<String> key = isolate_->factory()->InternalizeOneByteString(
- STATIC_CHAR_VECTOR("builtins"));
- Handle<GlobalObject> global =
- Handle<GlobalObject>(context->global_object(), isolate_);
- Handle<JSBuiltinsObject> builtin =
- Handle<JSBuiltinsObject>(global->builtins(), isolate_);
- RETURN_ON_EXCEPTION_VALUE(
- isolate_, Object::SetProperty(global, key, builtin, SLOPPY), false);
-
- // Compile the JavaScript for the debugger in the debugger context.
- bool caught_exception =
- !CompileDebuggerScript(isolate_, Natives::GetIndex("mirror")) ||
- !CompileDebuggerScript(isolate_, Natives::GetIndex("debug"));
-
- if (FLAG_enable_liveedit) {
- caught_exception = caught_exception ||
- !CompileDebuggerScript(isolate_, Natives::GetIndex("liveedit"));
- }
- // Check for caught exceptions.
- if (caught_exception) return false;
-
- debug_context_ = Handle<Context>::cast(
- isolate_->global_handles()->Create(*context));
- return true;
-}
-
-
-void Debug::Unload() {
- ClearAllBreakPoints();
- ClearStepping();
-
- // Return debugger is not loaded.
- if (!is_loaded()) return;
-
- // Clear the script cache.
- if (script_cache_ != NULL) {
- delete script_cache_;
- script_cache_ = NULL;
- }
-
- // Clear debugger context global handle.
- GlobalHandles::Destroy(Handle<Object>::cast(debug_context_).location());
- debug_context_ = Handle<Context>();
-}
-
-
-void Debug::Break(Arguments args, JavaScriptFrame* frame) {
- Heap* heap = isolate_->heap();
- HandleScope scope(isolate_);
- DCHECK(args.length() == 0);
-
- // Initialize LiveEdit.
- LiveEdit::InitializeThreadLocal(this);
-
- // Just continue if breaks are disabled or debugger cannot be loaded.
- if (break_disabled()) return;
-
- // Enter the debugger.
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // Postpone interrupt during breakpoint processing.
- PostponeInterruptsScope postpone(isolate_);
-
- // Get the debug info (create it if it does not exist).
- Handle<SharedFunctionInfo> shared =
- Handle<SharedFunctionInfo>(frame->function()->shared());
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
-
- // Find the break point where execution has stopped.
- // PC points to the instruction after the current one, possibly a break
- // location as well. So the "- 1" to exclude it from the search.
- Address call_pc = frame->pc() - 1;
- BreakLocation break_location =
- BreakLocation::FromAddress(debug_info, ALL_BREAK_LOCATIONS, call_pc);
-
- // Check whether step next reached a new statement.
- if (!StepNextContinue(&break_location, frame)) {
- // Decrease steps left if performing multiple steps.
- if (thread_local_.step_count_ > 0) {
- thread_local_.step_count_--;
- }
- }
-
- // If there is one or more real break points check whether any of these are
- // triggered.
- Handle<Object> break_points_hit(heap->undefined_value(), isolate_);
- if (break_location.HasBreakPoint()) {
- Handle<Object> break_point_objects = break_location.BreakPointObjects();
- break_points_hit = CheckBreakPoints(break_point_objects);
- }
-
- // If step out is active skip everything until the frame where we need to step
- // out to is reached, unless real breakpoint is hit.
- if (StepOutActive() &&
- frame->fp() != thread_local_.step_out_fp_ &&
- break_points_hit->IsUndefined() ) {
- // Step count should always be 0 for StepOut.
- DCHECK(thread_local_.step_count_ == 0);
- } else if (!break_points_hit->IsUndefined() ||
- (thread_local_.last_step_action_ != StepNone &&
- thread_local_.step_count_ == 0)) {
- // Notify debugger if a real break point is triggered or if performing
- // single stepping with no more steps to perform. Otherwise do another step.
-
- // Clear all current stepping setup.
- ClearStepping();
-
- if (thread_local_.queued_step_count_ > 0) {
- // Perform queued steps
- int step_count = thread_local_.queued_step_count_;
-
- // Clear queue
- thread_local_.queued_step_count_ = 0;
-
- PrepareStep(StepNext, step_count, StackFrame::NO_ID);
- } else {
- // Notify the debug event listeners.
- OnDebugBreak(break_points_hit, false);
- }
- } else if (thread_local_.last_step_action_ != StepNone) {
- // Hold on to last step action as it is cleared by the call to
- // ClearStepping.
- StepAction step_action = thread_local_.last_step_action_;
- int step_count = thread_local_.step_count_;
-
- // If StepNext goes deeper in code, StepOut until original frame
- // and keep step count queued up in the meantime.
- if (step_action == StepNext && frame->fp() < thread_local_.last_fp_) {
- // Count frames until target frame
- int count = 0;
- JavaScriptFrameIterator it(isolate_);
- while (!it.done() && it.frame()->fp() < thread_local_.last_fp_) {
- count++;
- it.Advance();
- }
-
- // Check that we indeed found the frame we are looking for.
- CHECK(!it.done() && (it.frame()->fp() == thread_local_.last_fp_));
- if (step_count > 1) {
- // Save old count and action to continue stepping after StepOut.
- thread_local_.queued_step_count_ = step_count - 1;
- }
-
- // Set up for StepOut to reach target frame.
- step_action = StepOut;
- step_count = count;
- }
-
- // Clear all current stepping setup.
- ClearStepping();
-
- // Set up for the remaining steps.
- PrepareStep(step_action, step_count, StackFrame::NO_ID);
- }
-}
-
-
-// Check the break point objects for whether one or more are actually
-// triggered. This function returns a JSArray with the break point objects
-// which is triggered.
-Handle<Object> Debug::CheckBreakPoints(Handle<Object> break_point_objects) {
- Factory* factory = isolate_->factory();
-
- // Count the number of break points hit. If there are multiple break points
- // they are in a FixedArray.
- Handle<FixedArray> break_points_hit;
- int break_points_hit_count = 0;
- DCHECK(!break_point_objects->IsUndefined());
- if (break_point_objects->IsFixedArray()) {
- Handle<FixedArray> array(FixedArray::cast(*break_point_objects));
- break_points_hit = factory->NewFixedArray(array->length());
- for (int i = 0; i < array->length(); i++) {
- Handle<Object> o(array->get(i), isolate_);
- if (CheckBreakPoint(o)) {
- break_points_hit->set(break_points_hit_count++, *o);
- }
- }
- } else {
- break_points_hit = factory->NewFixedArray(1);
- if (CheckBreakPoint(break_point_objects)) {
- break_points_hit->set(break_points_hit_count++, *break_point_objects);
- }
- }
-
- // Return undefined if no break points were triggered.
- if (break_points_hit_count == 0) {
- return factory->undefined_value();
- }
- // Return break points hit as a JSArray.
- Handle<JSArray> result = factory->NewJSArrayWithElements(break_points_hit);
- result->set_length(Smi::FromInt(break_points_hit_count));
- return result;
-}
-
-
-// Check whether a single break point object is triggered.
-bool Debug::CheckBreakPoint(Handle<Object> break_point_object) {
- Factory* factory = isolate_->factory();
- HandleScope scope(isolate_);
-
- // Ignore check if break point object is not a JSObject.
- if (!break_point_object->IsJSObject()) return true;
-
- // Get the function IsBreakPointTriggered (defined in debug-debugger.js).
- Handle<String> is_break_point_triggered_string =
- factory->InternalizeOneByteString(
- STATIC_CHAR_VECTOR("IsBreakPointTriggered"));
- Handle<GlobalObject> debug_global(debug_context()->global_object());
- Handle<JSFunction> check_break_point =
- Handle<JSFunction>::cast(Object::GetProperty(
- debug_global, is_break_point_triggered_string).ToHandleChecked());
-
- // Get the break id as an object.
- Handle<Object> break_id = factory->NewNumberFromInt(Debug::break_id());
-
- // Call HandleBreakPointx.
- Handle<Object> argv[] = { break_id, break_point_object };
- Handle<Object> result;
- if (!Execution::TryCall(check_break_point,
- isolate_->js_builtins_object(),
- arraysize(argv),
- argv).ToHandle(&result)) {
- return false;
- }
-
- // Return whether the break point is triggered.
- return result->IsTrue();
-}
-
-
-bool Debug::SetBreakPoint(Handle<JSFunction> function,
- Handle<Object> break_point_object,
- int* source_position) {
- HandleScope scope(isolate_);
-
- // Make sure the function is compiled and has set up the debug info.
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // Return if retrieving debug info failed.
- return true;
- }
-
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
- // Source positions starts with zero.
- DCHECK(*source_position >= 0);
-
- // Find the break point and change it.
- BreakLocation location = BreakLocation::FromPosition(
- debug_info, ALL_BREAK_LOCATIONS, *source_position, STATEMENT_ALIGNED);
- *source_position = location.statement_position();
- location.SetBreakPoint(break_point_object);
-
- // At least one active break point now.
- return debug_info->GetBreakPointCount() > 0;
-}
-
-
-bool Debug::SetBreakPointForScript(Handle<Script> script,
- Handle<Object> break_point_object,
- int* source_position,
- BreakPositionAlignment alignment) {
- HandleScope scope(isolate_);
-
- // Obtain shared function info for the function.
- Handle<Object> result =
- FindSharedFunctionInfoInScript(script, *source_position);
- if (result->IsUndefined()) return false;
-
- // Make sure the function has set up the debug info.
- Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>::cast(result);
- if (!EnsureDebugInfo(shared, Handle<JSFunction>::null())) {
- // Return if retrieving debug info failed.
- return false;
- }
-
- // Find position within function. The script position might be before the
- // source position of the first function.
- int position;
- if (shared->start_position() > *source_position) {
- position = 0;
- } else {
- position = *source_position - shared->start_position();
- }
-
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
- // Source positions starts with zero.
- DCHECK(position >= 0);
-
- // Find the break point and change it.
- BreakLocation location = BreakLocation::FromPosition(
- debug_info, ALL_BREAK_LOCATIONS, position, alignment);
- location.SetBreakPoint(break_point_object);
-
- position = (alignment == STATEMENT_ALIGNED) ? location.statement_position()
- : location.position();
-
- *source_position = position + shared->start_position();
-
- // At least one active break point now.
- DCHECK(debug_info->GetBreakPointCount() > 0);
- return true;
-}
-
-
-void Debug::ClearBreakPoint(Handle<Object> break_point_object) {
- HandleScope scope(isolate_);
-
- DebugInfoListNode* node = debug_info_list_;
- while (node != NULL) {
- Handle<Object> result =
- DebugInfo::FindBreakPointInfo(node->debug_info(), break_point_object);
- if (!result->IsUndefined()) {
- // Get information in the break point.
- Handle<BreakPointInfo> break_point_info =
- Handle<BreakPointInfo>::cast(result);
- Handle<DebugInfo> debug_info = node->debug_info();
-
- // Find the break point and clear it.
- Address pc = debug_info->code()->entry() +
- break_point_info->code_position()->value();
-
- BreakLocation location =
- BreakLocation::FromAddress(debug_info, ALL_BREAK_LOCATIONS, pc);
- location.ClearBreakPoint(break_point_object);
-
- // If there are no more break points left remove the debug info for this
- // function.
- if (debug_info->GetBreakPointCount() == 0) {
- RemoveDebugInfoAndClearFromShared(debug_info);
- }
-
- return;
- }
- node = node->next();
- }
-}
-
-
-// Clear out all the debug break code. This is ONLY supposed to be used when
-// shutting down the debugger as it will leave the break point information in
-// DebugInfo even though the code is patched back to the non break point state.
-void Debug::ClearAllBreakPoints() {
- for (DebugInfoListNode* node = debug_info_list_; node != NULL;
- node = node->next()) {
- for (BreakLocation::Iterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
- !it.Done(); it.Next()) {
- it.GetBreakLocation().ClearDebugBreak();
- }
- }
- // Remove all debug info.
- while (debug_info_list_ != NULL) {
- RemoveDebugInfoAndClearFromShared(debug_info_list_->debug_info());
- }
-}
-
-
-void Debug::FloodWithOneShot(Handle<JSFunction> function,
- BreakLocatorType type) {
- // Make sure the function is compiled and has set up the debug info.
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // Return if we failed to retrieve the debug info.
- return;
- }
-
- // Flood the function with break points.
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
- for (BreakLocation::Iterator it(debug_info, type); !it.Done(); it.Next()) {
- it.GetBreakLocation().SetOneShot();
- }
-}
-
-
-void Debug::FloodBoundFunctionWithOneShot(Handle<JSFunction> function) {
- Handle<FixedArray> new_bindings(function->function_bindings());
- Handle<Object> bindee(new_bindings->get(JSFunction::kBoundFunctionIndex),
- isolate_);
-
- if (!bindee.is_null() && bindee->IsJSFunction()) {
- Handle<JSFunction> bindee_function(JSFunction::cast(*bindee));
- FloodWithOneShotGeneric(bindee_function);
- }
-}
-
-
-void Debug::FloodDefaultConstructorWithOneShot(Handle<JSFunction> function) {
- DCHECK(function->shared()->is_default_constructor());
- // Instead of stepping into the function we directly step into the super class
- // constructor.
- Isolate* isolate = function->GetIsolate();
- PrototypeIterator iter(isolate, function);
- Handle<Object> proto = PrototypeIterator::GetCurrent(iter);
- if (!proto->IsJSFunction()) return; // Object.prototype
- Handle<JSFunction> function_proto = Handle<JSFunction>::cast(proto);
- FloodWithOneShotGeneric(function_proto);
-}
-
-
-void Debug::FloodWithOneShotGeneric(Handle<JSFunction> function,
- Handle<Object> holder) {
- if (function->shared()->bound()) {
- FloodBoundFunctionWithOneShot(function);
- } else if (function->shared()->is_default_constructor()) {
- FloodDefaultConstructorWithOneShot(function);
- } else {
- Isolate* isolate = function->GetIsolate();
- // Don't allow step into functions in the native context.
- if (function->shared()->code() ==
- isolate->builtins()->builtin(Builtins::kFunctionApply) ||
- function->shared()->code() ==
- isolate->builtins()->builtin(Builtins::kFunctionCall)) {
- // Handle function.apply and function.call separately to flood the
- // function to be called and not the code for Builtins::FunctionApply or
- // Builtins::FunctionCall. The receiver of call/apply is the target
- // function.
- if (!holder.is_null() && holder->IsJSFunction()) {
- Handle<JSFunction> js_function = Handle<JSFunction>::cast(holder);
- FloodWithOneShotGeneric(js_function);
- }
- } else {
- FloodWithOneShot(function);
- }
- }
-}
-
-
-void Debug::FloodHandlerWithOneShot() {
- // Iterate through the JavaScript stack looking for handlers.
- StackFrame::Id id = break_frame_id();
- if (id == StackFrame::NO_ID) {
- // If there is no JavaScript stack don't do anything.
- return;
- }
- for (JavaScriptFrameIterator it(isolate_, id); !it.done(); it.Advance()) {
- JavaScriptFrame* frame = it.frame();
- int stack_slots = 0; // The computed stack slot count is not used.
- if (frame->LookupExceptionHandlerInTable(&stack_slots, NULL) > 0) {
- // Flood the function with the catch/finally block with break points.
- FloodWithOneShot(Handle<JSFunction>(frame->function()));
- return;
- }
- }
-}
-
-
-void Debug::ChangeBreakOnException(ExceptionBreakType type, bool enable) {
- if (type == BreakUncaughtException) {
- break_on_uncaught_exception_ = enable;
- } else {
- break_on_exception_ = enable;
- }
-}
-
-
-bool Debug::IsBreakOnException(ExceptionBreakType type) {
- if (type == BreakUncaughtException) {
- return break_on_uncaught_exception_;
- } else {
- return break_on_exception_;
- }
-}
-
-
-FrameSummary GetFirstFrameSummary(JavaScriptFrame* frame) {
- List<FrameSummary> frames(FLAG_max_inlining_levels + 1);
- frame->Summarize(&frames);
- return frames.first();
-}
-
-
-void Debug::PrepareStep(StepAction step_action,
- int step_count,
- StackFrame::Id frame_id) {
- HandleScope scope(isolate_);
-
- DCHECK(in_debug_scope());
-
- // Remember this step action and count.
- thread_local_.last_step_action_ = step_action;
- if (step_action == StepOut) {
- // For step out target frame will be found on the stack so there is no need
- // to set step counter for it. It's expected to always be 0 for StepOut.
- thread_local_.step_count_ = 0;
- } else {
- thread_local_.step_count_ = step_count;
- }
-
- // Get the frame where the execution has stopped and skip the debug frame if
- // any. The debug frame will only be present if execution was stopped due to
- // hitting a break point. In other situations (e.g. unhandled exception) the
- // debug frame is not present.
- StackFrame::Id id = break_frame_id();
- if (id == StackFrame::NO_ID) {
- // If there is no JavaScript stack don't do anything.
- return;
- }
- if (frame_id != StackFrame::NO_ID) {
- id = frame_id;
- }
- JavaScriptFrameIterator frames_it(isolate_, id);
- JavaScriptFrame* frame = frames_it.frame();
-
- // First of all ensure there is one-shot break points in the top handler
- // if any.
- FloodHandlerWithOneShot();
-
- // If the function on the top frame is unresolved perform step out. This will
- // be the case when calling unknown function and having the debugger stopped
- // in an unhandled exception.
- if (!frame->function()->IsJSFunction()) {
- // Step out: Find the calling JavaScript frame and flood it with
- // breakpoints.
- frames_it.Advance();
- // Fill the function to return to with one-shot break points.
- JSFunction* function = frames_it.frame()->function();
- FloodWithOneShot(Handle<JSFunction>(function));
- return;
- }
-
- // Get the debug info (create it if it does not exist).
- FrameSummary summary = GetFirstFrameSummary(frame);
- Handle<JSFunction> function(summary.function());
- Handle<SharedFunctionInfo> shared(function->shared());
- if (!EnsureDebugInfo(shared, function)) {
- // Return if ensuring debug info failed.
- return;
- }
-
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
- // Refresh frame summary if the code has been recompiled for debugging.
- if (shared->code() != *summary.code()) summary = GetFirstFrameSummary(frame);
-
- // PC points to the instruction after the current one, possibly a break
- // location as well. So the "- 1" to exclude it from the search.
- Address call_pc = summary.pc() - 1;
- BreakLocation location =
- BreakLocation::FromAddress(debug_info, ALL_BREAK_LOCATIONS, call_pc);
-
- // If this is the last break code target step out is the only possibility.
- if (location.IsReturn() || step_action == StepOut) {
- if (step_action == StepOut) {
- // Skip step_count frames starting with the current one.
- while (step_count-- > 0 && !frames_it.done()) {
- frames_it.Advance();
- }
- } else {
- DCHECK(location.IsReturn());
- frames_it.Advance();
- }
- // Skip native and extension functions on the stack.
- while (!frames_it.done() &&
- !frames_it.frame()->function()->IsSubjectToDebugging()) {
- frames_it.Advance();
- }
- // Step out: If there is a JavaScript caller frame, we need to
- // flood it with breakpoints.
- if (!frames_it.done()) {
- // Fill the function to return to with one-shot break points.
- JSFunction* function = frames_it.frame()->function();
- FloodWithOneShot(Handle<JSFunction>(function));
- // Set target frame pointer.
- ActivateStepOut(frames_it.frame());
- }
- return;
- }
-
- if (step_action != StepNext && step_action != StepMin) {
- // If there's restarter frame on top of the stack, just get the pointer
- // to function which is going to be restarted.
- if (thread_local_.restarter_frame_function_pointer_ != NULL) {
- Handle<JSFunction> restarted_function(
- JSFunction::cast(*thread_local_.restarter_frame_function_pointer_));
- FloodWithOneShot(restarted_function);
- } else if (location.IsCall()) {
- // Find target function on the expression stack.
- // Expression stack looks like this (top to bottom):
- // argN
- // ...
- // arg0
- // Receiver
- // Function to call
- int num_expressions_without_args =
- frame->ComputeExpressionsCount() - location.CallArgumentsCount();
- DCHECK(num_expressions_without_args >= 2);
- Object* fun = frame->GetExpression(num_expressions_without_args - 2);
-
- // Flood the actual target of call/apply.
- if (fun->IsJSFunction()) {
- Isolate* isolate = JSFunction::cast(fun)->GetIsolate();
- Code* apply = isolate->builtins()->builtin(Builtins::kFunctionApply);
- Code* call = isolate->builtins()->builtin(Builtins::kFunctionCall);
- // Find target function on the expression stack for expression like
- // Function.call.call...apply(...)
- int i = 1;
- while (fun->IsJSFunction()) {
- Code* code = JSFunction::cast(fun)->shared()->code();
- if (code != apply && code != call) break;
- DCHECK(num_expressions_without_args >= i);
- fun = frame->GetExpression(num_expressions_without_args - i);
- i--;
- }
- }
-
- if (fun->IsJSFunction()) {
- Handle<JSFunction> js_function(JSFunction::cast(fun));
- FloodWithOneShotGeneric(js_function);
- }
- }
-
- ActivateStepIn(frame);
- }
-
- // Fill the current function with one-shot break points even for step in on
- // a call target as the function called might be a native function for
- // which step in will not stop. It also prepares for stepping in
- // getters/setters.
- // If we are stepping into another frame, only fill calls and returns.
- FloodWithOneShot(function, step_action == StepFrame ? CALLS_AND_RETURNS
- : ALL_BREAK_LOCATIONS);
-
- // Remember source position and frame to handle step next.
- thread_local_.last_statement_position_ =
- debug_info->code()->SourceStatementPosition(summary.pc());
- thread_local_.last_fp_ = frame->UnpaddedFP();
-}
-
-
-// Check whether the current debug break should be reported to the debugger. It
-// is used to have step next and step in only report break back to the debugger
-// if on a different frame or in a different statement. In some situations
-// there will be several break points in the same statement when the code is
-// flooded with one-shot break points. This function helps to perform several
-// steps before reporting break back to the debugger.
-bool Debug::StepNextContinue(BreakLocation* break_location,
- JavaScriptFrame* frame) {
- // StepNext and StepOut shouldn't bring us deeper in code, so last frame
- // shouldn't be a parent of current frame.
- StepAction step_action = thread_local_.last_step_action_;
-
- if (step_action == StepNext || step_action == StepOut) {
- if (frame->fp() < thread_local_.last_fp_) return true;
- }
-
- // We stepped into a new frame if the frame pointer changed.
- if (step_action == StepFrame) {
- return frame->UnpaddedFP() == thread_local_.last_fp_;
- }
-
- // If the step last action was step next or step in make sure that a new
- // statement is hit.
- if (step_action == StepNext || step_action == StepIn) {
- // Never continue if returning from function.
- if (break_location->IsReturn()) return false;
-
- // Continue if we are still on the same frame and in the same statement.
- int current_statement_position =
- break_location->code()->SourceStatementPosition(frame->pc());
- return thread_local_.last_fp_ == frame->UnpaddedFP() &&
- thread_local_.last_statement_position_ == current_statement_position;
- }
-
- // No step next action - don't continue.
- return false;
-}
-
-
-// Check whether the code object at the specified address is a debug break code
-// object.
-bool Debug::IsDebugBreak(Address addr) {
- Code* code = Code::GetCodeFromTargetAddress(addr);
- return code->is_debug_stub();
-}
-
-
-// Simple function for returning the source positions for active break points.
-Handle<Object> Debug::GetSourceBreakLocations(
- Handle<SharedFunctionInfo> shared,
- BreakPositionAlignment position_alignment) {
- Isolate* isolate = shared->GetIsolate();
- Heap* heap = isolate->heap();
- if (!shared->HasDebugInfo()) {
- return Handle<Object>(heap->undefined_value(), isolate);
- }
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
- if (debug_info->GetBreakPointCount() == 0) {
- return Handle<Object>(heap->undefined_value(), isolate);
- }
- Handle<FixedArray> locations =
- isolate->factory()->NewFixedArray(debug_info->GetBreakPointCount());
- int count = 0;
- for (int i = 0; i < debug_info->break_points()->length(); ++i) {
- if (!debug_info->break_points()->get(i)->IsUndefined()) {
- BreakPointInfo* break_point_info =
- BreakPointInfo::cast(debug_info->break_points()->get(i));
- int break_points = break_point_info->GetBreakPointCount();
- if (break_points == 0) continue;
- Smi* position = NULL;
- switch (position_alignment) {
- case STATEMENT_ALIGNED:
- position = break_point_info->statement_position();
- break;
- case BREAK_POSITION_ALIGNED:
- position = break_point_info->source_position();
- break;
- }
- for (int j = 0; j < break_points; ++j) locations->set(count++, position);
- }
- }
- return locations;
-}
-
-
-// Handle stepping into a function.
-void Debug::HandleStepIn(Handle<Object> function_obj, bool is_constructor) {
- // Flood getter/setter if we either step in or step to another frame.
- bool step_frame = thread_local_.last_step_action_ == StepFrame;
- if (!StepInActive() && !step_frame) return;
- if (!function_obj->IsJSFunction()) return;
- Handle<JSFunction> function = Handle<JSFunction>::cast(function_obj);
- Isolate* isolate = function->GetIsolate();
-
- StackFrameIterator it(isolate);
- it.Advance();
- // For constructor functions skip another frame.
- if (is_constructor) {
- DCHECK(it.frame()->is_construct());
- it.Advance();
- }
- Address fp = it.frame()->fp();
-
- // Flood the function with one-shot break points if it is called from where
- // step into was requested, or when stepping into a new frame.
- if (fp == thread_local_.step_into_fp_ || step_frame) {
- FloodWithOneShotGeneric(function, Handle<Object>());
- }
-}
-
-
-void Debug::ClearStepping() {
- // Clear the various stepping setup.
- ClearOneShot();
- ClearStepIn();
- ClearStepOut();
- ClearStepNext();
-
- // Clear multiple step counter.
- thread_local_.step_count_ = 0;
-}
-
-
-// Clears all the one-shot break points that are currently set. Normally this
-// function is called each time a break point is hit as one shot break points
-// are used to support stepping.
-void Debug::ClearOneShot() {
- // The current implementation just runs through all the breakpoints. When the
- // last break point for a function is removed that function is automatically
- // removed from the list.
- for (DebugInfoListNode* node = debug_info_list_; node != NULL;
- node = node->next()) {
- for (BreakLocation::Iterator it(node->debug_info(), ALL_BREAK_LOCATIONS);
- !it.Done(); it.Next()) {
- it.GetBreakLocation().ClearOneShot();
- }
- }
-}
-
-
-void Debug::ActivateStepIn(StackFrame* frame) {
- DCHECK(!StepOutActive());
- thread_local_.step_into_fp_ = frame->UnpaddedFP();
-}
-
-
-void Debug::ClearStepIn() {
- thread_local_.step_into_fp_ = 0;
-}
-
-
-void Debug::ActivateStepOut(StackFrame* frame) {
- DCHECK(!StepInActive());
- thread_local_.step_out_fp_ = frame->UnpaddedFP();
-}
-
-
-void Debug::ClearStepOut() {
- thread_local_.step_out_fp_ = 0;
-}
-
-
-void Debug::ClearStepNext() {
- thread_local_.last_step_action_ = StepNone;
- thread_local_.last_statement_position_ = RelocInfo::kNoPosition;
- thread_local_.last_fp_ = 0;
-}
-
-
-bool MatchingCodeTargets(Code* target1, Code* target2) {
- if (target1 == target2) return true;
- if (target1->kind() != target2->kind()) return false;
- return target1->is_handler() || target1->is_inline_cache_stub();
-}
-
-
-// Count the number of calls before the current frame PC to find the
-// corresponding PC in the newly recompiled code.
-static Address ComputeNewPcForRedirect(Code* new_code, Code* old_code,
- Address old_pc) {
- DCHECK_EQ(old_code->kind(), Code::FUNCTION);
- DCHECK_EQ(new_code->kind(), Code::FUNCTION);
- DCHECK(new_code->has_debug_break_slots());
- static const int mask = RelocInfo::kCodeTargetMask;
-
- // Find the target of the current call.
- Code* target = NULL;
- intptr_t delta = 0;
- for (RelocIterator it(old_code, mask); !it.done(); it.next()) {
- RelocInfo* rinfo = it.rinfo();
- Address current_pc = rinfo->pc();
- // The frame PC is behind the call instruction by the call instruction size.
- if (current_pc > old_pc) break;
- delta = old_pc - current_pc;
- target = Code::GetCodeFromTargetAddress(rinfo->target_address());
- }
-
- // Count the number of calls to the same target before the current call.
- int index = 0;
- for (RelocIterator it(old_code, mask); !it.done(); it.next()) {
- RelocInfo* rinfo = it.rinfo();
- Address current_pc = rinfo->pc();
- if (current_pc > old_pc) break;
- Code* current = Code::GetCodeFromTargetAddress(rinfo->target_address());
- if (MatchingCodeTargets(target, current)) index++;
- }
-
- DCHECK(index > 0);
-
- // Repeat the count on the new code to find corresponding call.
- for (RelocIterator it(new_code, mask); !it.done(); it.next()) {
- RelocInfo* rinfo = it.rinfo();
- Code* current = Code::GetCodeFromTargetAddress(rinfo->target_address());
- if (MatchingCodeTargets(target, current)) index--;
- if (index == 0) return rinfo->pc() + delta;
- }
-
- UNREACHABLE();
- return NULL;
-}
-
-
-// Count the number of continuations at which the current pc offset is at.
-static int ComputeContinuationIndexFromPcOffset(Code* code, int pc_offset) {
- DCHECK_EQ(code->kind(), Code::FUNCTION);
- Address pc = code->instruction_start() + pc_offset;
- int mask = RelocInfo::ModeMask(RelocInfo::GENERATOR_CONTINUATION);
- int index = 0;
- for (RelocIterator it(code, mask); !it.done(); it.next()) {
- index++;
- RelocInfo* rinfo = it.rinfo();
- Address current_pc = rinfo->pc();
- if (current_pc == pc) break;
- DCHECK(current_pc < pc);
- }
- return index;
-}
-
-
-// Find the pc offset for the given continuation index.
-static int ComputePcOffsetFromContinuationIndex(Code* code, int index) {
- DCHECK_EQ(code->kind(), Code::FUNCTION);
- DCHECK(code->has_debug_break_slots());
- int mask = RelocInfo::ModeMask(RelocInfo::GENERATOR_CONTINUATION);
- RelocIterator it(code, mask);
- for (int i = 1; i < index; i++) it.next();
- return static_cast<int>(it.rinfo()->pc() - code->instruction_start());
-}
-
-
-class RedirectActiveFunctions : public ThreadVisitor {
- public:
- explicit RedirectActiveFunctions(SharedFunctionInfo* shared)
- : shared_(shared) {
- DCHECK(shared->HasDebugCode());
- }
-
- void VisitThread(Isolate* isolate, ThreadLocalTop* top) {
- for (JavaScriptFrameIterator it(isolate, top); !it.done(); it.Advance()) {
- JavaScriptFrame* frame = it.frame();
- JSFunction* function = frame->function();
- if (frame->is_optimized()) continue;
- if (!function->Inlines(shared_)) continue;
-
- Code* frame_code = frame->LookupCode();
- DCHECK(frame_code->kind() == Code::FUNCTION);
- if (frame_code->has_debug_break_slots()) continue;
-
- Code* new_code = function->shared()->code();
- Address old_pc = frame->pc();
- Address new_pc = ComputeNewPcForRedirect(new_code, frame_code, old_pc);
-
- if (FLAG_trace_deopt) {
- PrintF("Replacing pc for debugging: %08" V8PRIxPTR " => %08" V8PRIxPTR
- "\n",
- reinterpret_cast<intptr_t>(old_pc),
- reinterpret_cast<intptr_t>(new_pc));
- }
-
- if (FLAG_enable_embedded_constant_pool) {
- // Update constant pool pointer for new code.
- frame->set_constant_pool(new_code->constant_pool());
- }
-
- // Patch the return address to return into the code with
- // debug break slots.
- frame->set_pc(new_pc);
- }
- }
-
- private:
- SharedFunctionInfo* shared_;
- DisallowHeapAllocation no_gc_;
-};
-
-
-bool Debug::PrepareFunctionForBreakPoints(Handle<SharedFunctionInfo> shared) {
- DCHECK(shared->is_compiled());
-
- if (isolate_->concurrent_recompilation_enabled()) {
- isolate_->optimizing_compile_dispatcher()->Flush();
- }
-
- List<Handle<JSFunction> > functions;
- List<Handle<JSGeneratorObject> > suspended_generators;
-
- if (!shared->optimized_code_map()->IsSmi()) {
- shared->ClearOptimizedCodeMap();
- }
-
- // Make sure we abort incremental marking.
- isolate_->heap()->CollectAllGarbage(Heap::kMakeHeapIterableMask,
- "prepare for break points");
-
- {
- HeapIterator iterator(isolate_->heap());
- HeapObject* obj;
- bool include_generators = shared->is_generator();
-
- while ((obj = iterator.next())) {
- if (obj->IsJSFunction()) {
- JSFunction* function = JSFunction::cast(obj);
- if (!function->Inlines(*shared)) continue;
- if (function->code()->kind() == Code::OPTIMIZED_FUNCTION) {
- Deoptimizer::DeoptimizeFunction(function);
- }
- if (function->shared() == *shared) functions.Add(handle(function));
- } else if (include_generators && obj->IsJSGeneratorObject()) {
- JSGeneratorObject* generator_obj = JSGeneratorObject::cast(obj);
- if (!generator_obj->is_suspended()) continue;
- JSFunction* function = generator_obj->function();
- if (!function->Inlines(*shared)) continue;
- int pc_offset = generator_obj->continuation();
- int index =
- ComputeContinuationIndexFromPcOffset(function->code(), pc_offset);
- generator_obj->set_continuation(index);
- suspended_generators.Add(handle(generator_obj));
- }
- }
- }
-
- if (!shared->HasDebugCode()) {
- DCHECK(functions.length() > 0);
- if (!Compiler::CompileDebugCode(functions.first())) return false;
- }
-
- for (Handle<JSFunction> const function : functions) {
- function->ReplaceCode(shared->code());
- }
-
- for (Handle<JSGeneratorObject> const generator_obj : suspended_generators) {
- int index = generator_obj->continuation();
- int pc_offset = ComputePcOffsetFromContinuationIndex(shared->code(), index);
- generator_obj->set_continuation(pc_offset);
- }
-
- // Update PCs on the stack to point to recompiled code.
- RedirectActiveFunctions redirect_visitor(*shared);
- redirect_visitor.VisitThread(isolate_, isolate_->thread_local_top());
- isolate_->thread_manager()->IterateArchivedThreads(&redirect_visitor);
-
- return true;
-}
-
-
-class SharedFunctionInfoFinder {
- public:
- explicit SharedFunctionInfoFinder(int target_position)
- : current_candidate_(NULL),
- current_candidate_closure_(NULL),
- current_start_position_(RelocInfo::kNoPosition),
- target_position_(target_position) {}
-
- void NewCandidate(SharedFunctionInfo* shared, JSFunction* closure = NULL) {
- int start_position = shared->function_token_position();
- if (start_position == RelocInfo::kNoPosition) {
- start_position = shared->start_position();
- }
-
- if (start_position > target_position_) return;
- if (target_position_ > shared->end_position()) return;
-
- if (current_candidate_ != NULL) {
- if (current_start_position_ == start_position &&
- shared->end_position() == current_candidate_->end_position()) {
- // If a top-level function contains only one function
- // declaration the source for the top-level and the function
- // is the same. In that case prefer the non top-level function.
- if (shared->is_toplevel()) return;
- } else if (start_position < current_start_position_ ||
- current_candidate_->end_position() < shared->end_position()) {
- return;
- }
- }
-
- current_start_position_ = start_position;
- current_candidate_ = shared;
- current_candidate_closure_ = closure;
- }
-
- SharedFunctionInfo* Result() { return current_candidate_; }
-
- JSFunction* ResultClosure() { return current_candidate_closure_; }
-
- private:
- SharedFunctionInfo* current_candidate_;
- JSFunction* current_candidate_closure_;
- int current_start_position_;
- int target_position_;
- DisallowHeapAllocation no_gc_;
-};
-
-
-// We need to find a SFI for a literal that may not yet have been compiled yet,
-// and there may not be a JSFunction referencing it. Find the SFI closest to
-// the given position, compile it to reveal possible inner SFIs and repeat.
-// While we are at this, also ensure code with debug break slots so that we do
-// not have to compile a SFI without JSFunction, which is paifu for those that
-// cannot be compiled without context (need to find outer compilable SFI etc.)
-Handle<Object> Debug::FindSharedFunctionInfoInScript(Handle<Script> script,
- int position) {
- while (true) {
- // Go through all shared function infos associated with this script to
- // find the inner most function containing this position.
- if (!script->shared_function_infos()->IsWeakFixedArray()) break;
- WeakFixedArray* array =
- WeakFixedArray::cast(script->shared_function_infos());
-
- SharedFunctionInfo* shared;
- {
- SharedFunctionInfoFinder finder(position);
- for (int i = 0; i < array->Length(); i++) {
- Object* item = array->Get(i);
- if (!item->IsSharedFunctionInfo()) continue;
- finder.NewCandidate(SharedFunctionInfo::cast(item));
- }
- shared = finder.Result();
- if (shared == NULL) break;
- // We found it if it's already compiled and has debug code.
- if (shared->HasDebugCode()) return handle(shared);
- }
- // If not, compile to reveal inner functions, if possible.
- if (shared->allows_lazy_compilation_without_context()) {
- HandleScope scope(isolate_);
- if (!Compiler::CompileDebugCode(handle(shared))) break;
- continue;
- }
-
- // If not possible, comb the heap for the best suitable compile target.
- JSFunction* closure;
- {
- HeapIterator it(isolate_->heap());
- SharedFunctionInfoFinder finder(position);
- while (HeapObject* object = it.next()) {
- JSFunction* candidate_closure = NULL;
- SharedFunctionInfo* candidate = NULL;
- if (object->IsJSFunction()) {
- candidate_closure = JSFunction::cast(object);
- candidate = candidate_closure->shared();
- } else if (object->IsSharedFunctionInfo()) {
- candidate = SharedFunctionInfo::cast(object);
- if (!candidate->allows_lazy_compilation_without_context()) continue;
- } else {
- continue;
- }
- if (candidate->script() == *script) {
- finder.NewCandidate(candidate, candidate_closure);
- }
- }
- closure = finder.ResultClosure();
- shared = finder.Result();
- }
- HandleScope scope(isolate_);
- if (closure == NULL) {
- if (!Compiler::CompileDebugCode(handle(shared))) break;
- } else {
- if (!Compiler::CompileDebugCode(handle(closure))) break;
- }
- }
- return isolate_->factory()->undefined_value();
-}
-
-
-// Ensures the debug information is present for shared.
-bool Debug::EnsureDebugInfo(Handle<SharedFunctionInfo> shared,
- Handle<JSFunction> function) {
- if (!shared->IsSubjectToDebugging()) return false;
-
- // Return if we already have the debug info for shared.
- if (shared->HasDebugInfo()) return true;
-
- if (function.is_null()) {
- DCHECK(shared->HasDebugCode());
- } else if (!Compiler::EnsureCompiled(function, CLEAR_EXCEPTION)) {
- return false;
- }
-
- if (!PrepareFunctionForBreakPoints(shared)) return false;
-
- // Make sure IC state is clean. This is so that we correctly flood
- // accessor pairs when stepping in.
- shared->code()->ClearInlineCaches();
- shared->feedback_vector()->ClearICSlots(*shared);
-
- // Create the debug info object.
- DCHECK(shared->HasDebugCode());
- Handle<DebugInfo> debug_info = isolate_->factory()->NewDebugInfo(shared);
-
- // Add debug info to the list.
- DebugInfoListNode* node = new DebugInfoListNode(*debug_info);
- node->set_next(debug_info_list_);
- debug_info_list_ = node;
-
- return true;
-}
-
-
-void Debug::RemoveDebugInfoAndClearFromShared(Handle<DebugInfo> debug_info) {
- HandleScope scope(isolate_);
- Handle<SharedFunctionInfo> shared(debug_info->shared());
-
- DCHECK_NOT_NULL(debug_info_list_);
- // Run through the debug info objects to find this one and remove it.
- DebugInfoListNode* prev = NULL;
- DebugInfoListNode* current = debug_info_list_;
- while (current != NULL) {
- if (current->debug_info().is_identical_to(debug_info)) {
- // Unlink from list. If prev is NULL we are looking at the first element.
- if (prev == NULL) {
- debug_info_list_ = current->next();
- } else {
- prev->set_next(current->next());
- }
- delete current;
- shared->set_debug_info(isolate_->heap()->undefined_value());
- return;
- }
- // Move to next in list.
- prev = current;
- current = current->next();
- }
-
- UNREACHABLE();
-}
-
-
-void Debug::SetAfterBreakTarget(JavaScriptFrame* frame) {
- after_break_target_ = NULL;
-
- if (LiveEdit::SetAfterBreakTarget(this)) return; // LiveEdit did the job.
-
- // Continue just after the slot.
- after_break_target_ = frame->pc();
-}
-
-
-bool Debug::IsBreakAtReturn(JavaScriptFrame* frame) {
- HandleScope scope(isolate_);
-
- // Get the executing function in which the debug break occurred.
- Handle<JSFunction> function(JSFunction::cast(frame->function()));
- Handle<SharedFunctionInfo> shared(function->shared());
-
- // With no debug info there are no break points, so we can't be at a return.
- if (!shared->HasDebugInfo()) return false;
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
- Handle<Code> code(debug_info->code());
-#ifdef DEBUG
- // Get the code which is actually executing.
- Handle<Code> frame_code(frame->LookupCode());
- DCHECK(frame_code.is_identical_to(code));
-#endif
-
- // Find the reloc info matching the start of the debug break slot.
- Address slot_pc = frame->pc() - Assembler::kDebugBreakSlotLength;
- int mask = RelocInfo::ModeMask(RelocInfo::DEBUG_BREAK_SLOT_AT_RETURN);
- for (RelocIterator it(*code, mask); !it.done(); it.next()) {
- if (it.rinfo()->pc() == slot_pc) return true;
- }
- return false;
-}
-
-
-void Debug::FramesHaveBeenDropped(StackFrame::Id new_break_frame_id,
- LiveEdit::FrameDropMode mode,
- Object** restarter_frame_function_pointer) {
- if (mode != LiveEdit::CURRENTLY_SET_MODE) {
- thread_local_.frame_drop_mode_ = mode;
- }
- thread_local_.break_frame_id_ = new_break_frame_id;
- thread_local_.restarter_frame_function_pointer_ =
- restarter_frame_function_pointer;
-}
-
-
-bool Debug::IsDebugGlobal(GlobalObject* global) {
- return is_loaded() && global == debug_context()->global_object();
-}
-
-
-void Debug::ClearMirrorCache() {
- PostponeInterruptsScope postpone(isolate_);
- HandleScope scope(isolate_);
- AssertDebugContext();
- Factory* factory = isolate_->factory();
- Handle<GlobalObject> global(isolate_->global_object());
- JSObject::SetProperty(global,
- factory->NewStringFromAsciiChecked("next_handle_"),
- handle(Smi::FromInt(0), isolate_), SLOPPY).Check();
- JSObject::SetProperty(global,
- factory->NewStringFromAsciiChecked("mirror_cache_"),
- factory->NewJSArray(0, FAST_ELEMENTS), SLOPPY).Check();
-}
-
-
-Handle<FixedArray> Debug::GetLoadedScripts() {
- // Create and fill the script cache when the loaded scripts is requested for
- // the first time.
- if (script_cache_ == NULL) script_cache_ = new ScriptCache(isolate_);
-
- // Perform GC to get unreferenced scripts evicted from the cache before
- // returning the content.
- isolate_->heap()->CollectAllGarbage(Heap::kNoGCFlags,
- "Debug::GetLoadedScripts");
-
- // Get the scripts from the cache.
- return script_cache_->GetScripts();
-}
-
-
-void Debug::GetStepinPositions(JavaScriptFrame* frame, StackFrame::Id frame_id,
- List<int>* results_out) {
- FrameSummary summary = GetFirstFrameSummary(frame);
-
- Handle<JSFunction> fun = Handle<JSFunction>(summary.function());
- Handle<SharedFunctionInfo> shared = Handle<SharedFunctionInfo>(fun->shared());
-
- if (!EnsureDebugInfo(shared, fun)) return;
-
- Handle<DebugInfo> debug_info(shared->GetDebugInfo());
- // Refresh frame summary if the code has been recompiled for debugging.
- if (shared->code() != *summary.code()) summary = GetFirstFrameSummary(frame);
-
- // Find range of break points starting from the break point where execution
- // has stopped.
- Address call_pc = summary.pc() - 1;
- List<BreakLocation> locations;
- BreakLocation::FromAddressSameStatement(debug_info, ALL_BREAK_LOCATIONS,
- call_pc, &locations);
-
- for (BreakLocation location : locations) {
- if (location.pc() <= summary.pc()) {
- // The break point is near our pc. Could be a step-in possibility,
- // that is currently taken by active debugger call.
- if (break_frame_id() == StackFrame::NO_ID) {
- continue; // We are not stepping.
- } else {
- JavaScriptFrameIterator frame_it(isolate_, break_frame_id());
- // If our frame is a top frame and we are stepping, we can do step-in
- // at this place.
- if (frame_it.frame()->id() != frame_id) continue;
- }
- }
- if (location.IsStepInLocation()) results_out->Add(location.position());
- }
-}
-
-
-void Debug::RecordEvalCaller(Handle<Script> script) {
- script->set_compilation_type(Script::COMPILATION_TYPE_EVAL);
- // For eval scripts add information on the function from which eval was
- // called.
- StackTraceFrameIterator it(script->GetIsolate());
- if (!it.done()) {
- script->set_eval_from_shared(it.frame()->function()->shared());
- Code* code = it.frame()->LookupCode();
- int offset = static_cast<int>(
- it.frame()->pc() - code->instruction_start());
- script->set_eval_from_instructions_offset(Smi::FromInt(offset));
- }
-}
-
-
-MaybeHandle<Object> Debug::MakeJSObject(const char* constructor_name,
- int argc,
- Handle<Object> argv[]) {
- AssertDebugContext();
- // Create the execution state object.
- Handle<GlobalObject> global(isolate_->global_object());
- Handle<Object> constructor = Object::GetProperty(
- isolate_, global, constructor_name).ToHandleChecked();
- DCHECK(constructor->IsJSFunction());
- if (!constructor->IsJSFunction()) return MaybeHandle<Object>();
- // We do not handle interrupts here. In particular, termination interrupts.
- PostponeInterruptsScope no_interrupts(isolate_);
- return Execution::TryCall(Handle<JSFunction>::cast(constructor),
- handle(debug_context()->global_proxy()),
- argc,
- argv);
-}
-
-
-MaybeHandle<Object> Debug::MakeExecutionState() {
- // Create the execution state object.
- Handle<Object> argv[] = { isolate_->factory()->NewNumberFromInt(break_id()) };
- return MakeJSObject("MakeExecutionState", arraysize(argv), argv);
-}
-
-
-MaybeHandle<Object> Debug::MakeBreakEvent(Handle<Object> break_points_hit) {
- // Create the new break event object.
- Handle<Object> argv[] = { isolate_->factory()->NewNumberFromInt(break_id()),
- break_points_hit };
- return MakeJSObject("MakeBreakEvent", arraysize(argv), argv);
-}
-
-
-MaybeHandle<Object> Debug::MakeExceptionEvent(Handle<Object> exception,
- bool uncaught,
- Handle<Object> promise) {
- // Create the new exception event object.
- Handle<Object> argv[] = { isolate_->factory()->NewNumberFromInt(break_id()),
- exception,
- isolate_->factory()->ToBoolean(uncaught),
- promise };
- return MakeJSObject("MakeExceptionEvent", arraysize(argv), argv);
-}
-
-
-MaybeHandle<Object> Debug::MakeCompileEvent(Handle<Script> script,
- v8::DebugEvent type) {
- // Create the compile event object.
- Handle<Object> script_wrapper = Script::GetWrapper(script);
- Handle<Object> argv[] = { script_wrapper,
- isolate_->factory()->NewNumberFromInt(type) };
- return MakeJSObject("MakeCompileEvent", arraysize(argv), argv);
-}
-
-
-MaybeHandle<Object> Debug::MakePromiseEvent(Handle<JSObject> event_data) {
- // Create the promise event object.
- Handle<Object> argv[] = { event_data };
- return MakeJSObject("MakePromiseEvent", arraysize(argv), argv);
-}
-
-
-MaybeHandle<Object> Debug::MakeAsyncTaskEvent(Handle<JSObject> task_event) {
- // Create the async task event object.
- Handle<Object> argv[] = { task_event };
- return MakeJSObject("MakeAsyncTaskEvent", arraysize(argv), argv);
-}
-
-
-void Debug::OnThrow(Handle<Object> exception) {
- if (in_debug_scope() || ignore_events()) return;
- // Temporarily clear any scheduled_exception to allow evaluating
- // JavaScript from the debug event handler.
- HandleScope scope(isolate_);
- Handle<Object> scheduled_exception;
- if (isolate_->has_scheduled_exception()) {
- scheduled_exception = handle(isolate_->scheduled_exception(), isolate_);
- isolate_->clear_scheduled_exception();
- }
- OnException(exception, isolate_->GetPromiseOnStackOnThrow());
- if (!scheduled_exception.is_null()) {
- isolate_->thread_local_top()->scheduled_exception_ = *scheduled_exception;
- }
-}
-
-
-void Debug::OnPromiseReject(Handle<JSObject> promise, Handle<Object> value) {
- if (in_debug_scope() || ignore_events()) return;
- HandleScope scope(isolate_);
- // Check whether the promise has been marked as having triggered a message.
- Handle<Symbol> key = isolate_->factory()->promise_debug_marker_symbol();
- if (JSReceiver::GetDataProperty(promise, key)->IsUndefined()) {
- OnException(value, promise);
- }
-}
-
-
-MaybeHandle<Object> Debug::PromiseHasUserDefinedRejectHandler(
- Handle<JSObject> promise) {
- Handle<JSFunction> fun = Handle<JSFunction>::cast(
- JSReceiver::GetDataProperty(isolate_->js_builtins_object(),
- isolate_->factory()->NewStringFromStaticChars(
- "$promiseHasUserDefinedRejectHandler")));
- return Execution::Call(isolate_, fun, promise, 0, NULL);
-}
-
-
-void Debug::OnException(Handle<Object> exception, Handle<Object> promise) {
- // In our prediction, try-finally is not considered to catch.
- Isolate::CatchType catch_type = isolate_->PredictExceptionCatcher();
- bool uncaught = (catch_type == Isolate::NOT_CAUGHT);
- if (promise->IsJSObject()) {
- Handle<JSObject> jspromise = Handle<JSObject>::cast(promise);
- // Mark the promise as already having triggered a message.
- Handle<Symbol> key = isolate_->factory()->promise_debug_marker_symbol();
- JSObject::SetProperty(jspromise, key, key, STRICT).Assert();
- // Check whether the promise reject is considered an uncaught exception.
- Handle<Object> has_reject_handler;
- ASSIGN_RETURN_ON_EXCEPTION_VALUE(
- isolate_, has_reject_handler,
- PromiseHasUserDefinedRejectHandler(jspromise), /* void */);
- uncaught = has_reject_handler->IsFalse();
- }
- // Bail out if exception breaks are not active
- if (uncaught) {
- // Uncaught exceptions are reported by either flags.
- if (!(break_on_uncaught_exception_ || break_on_exception_)) return;
- } else {
- // Caught exceptions are reported is activated.
- if (!break_on_exception_) return;
- }
-
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // Clear all current stepping setup.
- ClearStepping();
-
- // Create the event data object.
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakeExceptionEvent(
- exception, uncaught, promise).ToHandle(&event_data)) {
- return;
- }
-
- // Process debug event.
- ProcessDebugEvent(v8::Exception, Handle<JSObject>::cast(event_data), false);
- // Return to continue execution from where the exception was thrown.
-}
-
-
-void Debug::OnCompileError(Handle<Script> script) {
- if (ignore_events()) return;
-
- if (in_debug_scope()) {
- ProcessCompileEventInDebugScope(v8::CompileError, script);
- return;
- }
-
- HandleScope scope(isolate_);
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // Create the compile state object.
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakeCompileEvent(script, v8::CompileError).ToHandle(&event_data)) return;
-
- // Process debug event.
- ProcessDebugEvent(v8::CompileError, Handle<JSObject>::cast(event_data), true);
-}
-
-
-void Debug::OnDebugBreak(Handle<Object> break_points_hit,
- bool auto_continue) {
- // The caller provided for DebugScope.
- AssertDebugContext();
- // Bail out if there is no listener for this event
- if (ignore_events()) return;
-
- HandleScope scope(isolate_);
- // Create the event data object.
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakeBreakEvent(break_points_hit).ToHandle(&event_data)) return;
-
- // Process debug event.
- ProcessDebugEvent(v8::Break,
- Handle<JSObject>::cast(event_data),
- auto_continue);
-}
-
-
-void Debug::OnBeforeCompile(Handle<Script> script) {
- if (in_debug_scope() || ignore_events()) return;
-
- HandleScope scope(isolate_);
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // Create the event data object.
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakeCompileEvent(script, v8::BeforeCompile).ToHandle(&event_data))
- return;
-
- // Process debug event.
- ProcessDebugEvent(v8::BeforeCompile,
- Handle<JSObject>::cast(event_data),
- true);
-}
-
-
-// Handle debugger actions when a new script is compiled.
-void Debug::OnAfterCompile(Handle<Script> script) {
- // Add the newly compiled script to the script cache.
- if (script_cache_ != NULL) script_cache_->Add(script);
-
- if (ignore_events()) return;
-
- if (in_debug_scope()) {
- ProcessCompileEventInDebugScope(v8::AfterCompile, script);
- return;
- }
-
- HandleScope scope(isolate_);
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // If debugging there might be script break points registered for this
- // script. Make sure that these break points are set.
-
- // Get the function UpdateScriptBreakPoints (defined in debug-debugger.js).
- Handle<String> update_script_break_points_string =
- isolate_->factory()->InternalizeOneByteString(
- STATIC_CHAR_VECTOR("UpdateScriptBreakPoints"));
- Handle<GlobalObject> debug_global(debug_context()->global_object());
- Handle<Object> update_script_break_points =
- Object::GetProperty(
- debug_global, update_script_break_points_string).ToHandleChecked();
- if (!update_script_break_points->IsJSFunction()) {
- return;
- }
- DCHECK(update_script_break_points->IsJSFunction());
-
- // Wrap the script object in a proper JS object before passing it
- // to JavaScript.
- Handle<Object> wrapper = Script::GetWrapper(script);
-
- // Call UpdateScriptBreakPoints expect no exceptions.
- Handle<Object> argv[] = { wrapper };
- if (Execution::TryCall(Handle<JSFunction>::cast(update_script_break_points),
- isolate_->js_builtins_object(),
- arraysize(argv),
- argv).is_null()) {
- return;
- }
-
- // Create the compile state object.
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakeCompileEvent(script, v8::AfterCompile).ToHandle(&event_data)) return;
-
- // Process debug event.
- ProcessDebugEvent(v8::AfterCompile, Handle<JSObject>::cast(event_data), true);
-}
-
-
-void Debug::OnPromiseEvent(Handle<JSObject> data) {
- if (in_debug_scope() || ignore_events()) return;
-
- HandleScope scope(isolate_);
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // Create the script collected state object.
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakePromiseEvent(data).ToHandle(&event_data)) return;
-
- // Process debug event.
- ProcessDebugEvent(v8::PromiseEvent,
- Handle<JSObject>::cast(event_data),
- true);
-}
-
-
-void Debug::OnAsyncTaskEvent(Handle<JSObject> data) {
- if (in_debug_scope() || ignore_events()) return;
-
- HandleScope scope(isolate_);
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // Create the script collected state object.
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakeAsyncTaskEvent(data).ToHandle(&event_data)) return;
-
- // Process debug event.
- ProcessDebugEvent(v8::AsyncTaskEvent,
- Handle<JSObject>::cast(event_data),
- true);
-}
-
-
-void Debug::ProcessDebugEvent(v8::DebugEvent event,
- Handle<JSObject> event_data,
- bool auto_continue) {
- HandleScope scope(isolate_);
-
- // Create the execution state.
- Handle<Object> exec_state;
- // Bail out and don't call debugger if exception.
- if (!MakeExecutionState().ToHandle(&exec_state)) return;
-
- // First notify the message handler if any.
- if (message_handler_ != NULL) {
- NotifyMessageHandler(event,
- Handle<JSObject>::cast(exec_state),
- event_data,
- auto_continue);
- }
- // Notify registered debug event listener. This can be either a C or
- // a JavaScript function. Don't call event listener for v8::Break
- // here, if it's only a debug command -- they will be processed later.
- if ((event != v8::Break || !auto_continue) && !event_listener_.is_null()) {
- CallEventCallback(event, exec_state, event_data, NULL);
- }
-}
-
-
-void Debug::CallEventCallback(v8::DebugEvent event,
- Handle<Object> exec_state,
- Handle<Object> event_data,
- v8::Debug::ClientData* client_data) {
- bool previous = in_debug_event_listener_;
- in_debug_event_listener_ = true;
- if (event_listener_->IsForeign()) {
- // Invoke the C debug event listener.
- v8::Debug::EventCallback callback =
- FUNCTION_CAST<v8::Debug::EventCallback>(
- Handle<Foreign>::cast(event_listener_)->foreign_address());
- EventDetailsImpl event_details(event,
- Handle<JSObject>::cast(exec_state),
- Handle<JSObject>::cast(event_data),
- event_listener_data_,
- client_data);
- callback(event_details);
- DCHECK(!isolate_->has_scheduled_exception());
- } else {
- // Invoke the JavaScript debug event listener.
- DCHECK(event_listener_->IsJSFunction());
- Handle<Object> argv[] = { Handle<Object>(Smi::FromInt(event), isolate_),
- exec_state,
- event_data,
- event_listener_data_ };
- Handle<JSReceiver> global(isolate_->global_proxy());
- Execution::TryCall(Handle<JSFunction>::cast(event_listener_),
- global, arraysize(argv), argv);
- }
- in_debug_event_listener_ = previous;
-}
-
-
-void Debug::ProcessCompileEventInDebugScope(v8::DebugEvent event,
- Handle<Script> script) {
- if (event_listener_.is_null()) return;
-
- SuppressDebug while_processing(this);
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- Handle<Object> event_data;
- // Bail out and don't call debugger if exception.
- if (!MakeCompileEvent(script, event).ToHandle(&event_data)) return;
-
- // Create the execution state.
- Handle<Object> exec_state;
- // Bail out and don't call debugger if exception.
- if (!MakeExecutionState().ToHandle(&exec_state)) return;
-
- CallEventCallback(event, exec_state, event_data, NULL);
-}
-
-
-Handle<Context> Debug::GetDebugContext() {
- if (!is_loaded()) return Handle<Context>();
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return Handle<Context>();
- // The global handle may be destroyed soon after. Return it reboxed.
- return handle(*debug_context(), isolate_);
-}
-
-
-void Debug::NotifyMessageHandler(v8::DebugEvent event,
- Handle<JSObject> exec_state,
- Handle<JSObject> event_data,
- bool auto_continue) {
- // Prevent other interrupts from triggering, for example API callbacks,
- // while dispatching message handler callbacks.
- PostponeInterruptsScope no_interrupts(isolate_);
- DCHECK(is_active_);
- HandleScope scope(isolate_);
- // Process the individual events.
- bool sendEventMessage = false;
- switch (event) {
- case v8::Break:
- sendEventMessage = !auto_continue;
- break;
- case v8::NewFunction:
- case v8::BeforeCompile:
- case v8::CompileError:
- case v8::PromiseEvent:
- case v8::AsyncTaskEvent:
- break;
- case v8::Exception:
- case v8::AfterCompile:
- sendEventMessage = true;
- break;
- }
-
- // The debug command interrupt flag might have been set when the command was
- // added. It should be enough to clear the flag only once while we are in the
- // debugger.
- DCHECK(in_debug_scope());
- isolate_->stack_guard()->ClearDebugCommand();
-
- // Notify the debugger that a debug event has occurred unless auto continue is
- // active in which case no event is send.
- if (sendEventMessage) {
- MessageImpl message = MessageImpl::NewEvent(
- event,
- auto_continue,
- Handle<JSObject>::cast(exec_state),
- Handle<JSObject>::cast(event_data));
- InvokeMessageHandler(message);
- }
-
- // If auto continue don't make the event cause a break, but process messages
- // in the queue if any. For script collected events don't even process
- // messages in the queue as the execution state might not be what is expected
- // by the client.
- if (auto_continue && !has_commands()) return;
-
- // DebugCommandProcessor goes here.
- bool running = auto_continue;
-
- Handle<Object> cmd_processor_ctor = Object::GetProperty(
- isolate_, exec_state, "debugCommandProcessor").ToHandleChecked();
- Handle<Object> ctor_args[] = { isolate_->factory()->ToBoolean(running) };
- Handle<Object> cmd_processor = Execution::Call(
- isolate_, cmd_processor_ctor, exec_state, 1, ctor_args).ToHandleChecked();
- Handle<JSFunction> process_debug_request = Handle<JSFunction>::cast(
- Object::GetProperty(
- isolate_, cmd_processor, "processDebugRequest").ToHandleChecked());
- Handle<Object> is_running = Object::GetProperty(
- isolate_, cmd_processor, "isRunning").ToHandleChecked();
-
- // Process requests from the debugger.
- do {
- // Wait for new command in the queue.
- command_received_.Wait();
-
- // Get the command from the queue.
- CommandMessage command = command_queue_.Get();
- isolate_->logger()->DebugTag(
- "Got request from command queue, in interactive loop.");
- if (!is_active()) {
- // Delete command text and user data.
- command.Dispose();
- return;
- }
-
- Vector<const uc16> command_text(
- const_cast<const uc16*>(command.text().start()),
- command.text().length());
- Handle<String> request_text = isolate_->factory()->NewStringFromTwoByte(
- command_text).ToHandleChecked();
- Handle<Object> request_args[] = { request_text };
- Handle<Object> answer_value;
- Handle<String> answer;
- MaybeHandle<Object> maybe_exception;
- MaybeHandle<Object> maybe_result =
- Execution::TryCall(process_debug_request, cmd_processor, 1,
- request_args, &maybe_exception);
-
- if (maybe_result.ToHandle(&answer_value)) {
- if (answer_value->IsUndefined()) {
- answer = isolate_->factory()->empty_string();
- } else {
- answer = Handle<String>::cast(answer_value);
- }
-
- // Log the JSON request/response.
- if (FLAG_trace_debug_json) {
- PrintF("%s\n", request_text->ToCString().get());
- PrintF("%s\n", answer->ToCString().get());
- }
-
- Handle<Object> is_running_args[] = { answer };
- maybe_result = Execution::Call(
- isolate_, is_running, cmd_processor, 1, is_running_args);
- Handle<Object> result;
- if (!maybe_result.ToHandle(&result)) break;
- running = result->IsTrue();
- } else {
- Handle<Object> exception;
- if (!maybe_exception.ToHandle(&exception)) break;
- Handle<Object> result;
- if (!Execution::ToString(isolate_, exception).ToHandle(&result)) break;
- answer = Handle<String>::cast(result);
- }
-
- // Return the result.
- MessageImpl message = MessageImpl::NewResponse(
- event, running, exec_state, event_data, answer, command.client_data());
- InvokeMessageHandler(message);
- command.Dispose();
-
- // Return from debug event processing if either the VM is put into the
- // running state (through a continue command) or auto continue is active
- // and there are no more commands queued.
- } while (!running || has_commands());
- command_queue_.Clear();
-}
-
-
-void Debug::SetEventListener(Handle<Object> callback,
- Handle<Object> data) {
- GlobalHandles* global_handles = isolate_->global_handles();
-
- // Remove existing entry.
- GlobalHandles::Destroy(event_listener_.location());
- event_listener_ = Handle<Object>();
- GlobalHandles::Destroy(event_listener_data_.location());
- event_listener_data_ = Handle<Object>();
-
- // Set new entry.
- if (!callback->IsUndefined() && !callback->IsNull()) {
- event_listener_ = global_handles->Create(*callback);
- if (data.is_null()) data = isolate_->factory()->undefined_value();
- event_listener_data_ = global_handles->Create(*data);
- }
-
- UpdateState();
-}
-
-
-void Debug::SetMessageHandler(v8::Debug::MessageHandler handler) {
- message_handler_ = handler;
- UpdateState();
- if (handler == NULL && in_debug_scope()) {
- // Send an empty command to the debugger if in a break to make JavaScript
- // run again if the debugger is closed.
- EnqueueCommandMessage(Vector<const uint16_t>::empty());
- }
-}
-
-
-
-void Debug::UpdateState() {
- bool is_active = message_handler_ != NULL || !event_listener_.is_null();
- if (is_active || in_debug_scope()) {
- // Note that the debug context could have already been loaded to
- // bootstrap test cases.
- isolate_->compilation_cache()->Disable();
- is_active = Load();
- } else if (is_loaded()) {
- isolate_->compilation_cache()->Enable();
- Unload();
- }
- is_active_ = is_active;
-}
-
-
-// Calls the registered debug message handler. This callback is part of the
-// public API.
-void Debug::InvokeMessageHandler(MessageImpl message) {
- if (message_handler_ != NULL) message_handler_(message);
-}
-
-
-// Puts a command coming from the public API on the queue. Creates
-// a copy of the command string managed by the debugger. Up to this
-// point, the command data was managed by the API client. Called
-// by the API client thread.
-void Debug::EnqueueCommandMessage(Vector<const uint16_t> command,
- v8::Debug::ClientData* client_data) {
- // Need to cast away const.
- CommandMessage message = CommandMessage::New(
- Vector<uint16_t>(const_cast<uint16_t*>(command.start()),
- command.length()),
- client_data);
- isolate_->logger()->DebugTag("Put command on command_queue.");
- command_queue_.Put(message);
- command_received_.Signal();
-
- // Set the debug command break flag to have the command processed.
- if (!in_debug_scope()) isolate_->stack_guard()->RequestDebugCommand();
-}
-
-
-MaybeHandle<Object> Debug::Call(Handle<JSFunction> fun, Handle<Object> data) {
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return isolate_->factory()->undefined_value();
-
- // Create the execution state.
- Handle<Object> exec_state;
- if (!MakeExecutionState().ToHandle(&exec_state)) {
- return isolate_->factory()->undefined_value();
- }
-
- Handle<Object> argv[] = { exec_state, data };
- return Execution::Call(
- isolate_,
- fun,
- Handle<Object>(debug_context()->global_proxy(), isolate_),
- arraysize(argv),
- argv);
-}
-
-
-void Debug::HandleDebugBreak() {
- // Ignore debug break during bootstrapping.
- if (isolate_->bootstrapper()->IsActive()) return;
- // Just continue if breaks are disabled.
- if (break_disabled()) return;
- // Ignore debug break if debugger is not active.
- if (!is_active()) return;
-
- StackLimitCheck check(isolate_);
- if (check.HasOverflowed()) return;
-
- { JavaScriptFrameIterator it(isolate_);
- DCHECK(!it.done());
- Object* fun = it.frame()->function();
- if (fun && fun->IsJSFunction()) {
- // Don't stop in builtin functions.
- if (JSFunction::cast(fun)->IsBuiltin()) return;
- GlobalObject* global = JSFunction::cast(fun)->context()->global_object();
- // Don't stop in debugger functions.
- if (IsDebugGlobal(global)) return;
- }
- }
-
- // Collect the break state before clearing the flags.
- bool debug_command_only = isolate_->stack_guard()->CheckDebugCommand() &&
- !isolate_->stack_guard()->CheckDebugBreak();
-
- isolate_->stack_guard()->ClearDebugBreak();
-
- ProcessDebugMessages(debug_command_only);
-}
-
-
-void Debug::ProcessDebugMessages(bool debug_command_only) {
- isolate_->stack_guard()->ClearDebugCommand();
-
- StackLimitCheck check(isolate_);
- if (check.HasOverflowed()) return;
-
- HandleScope scope(isolate_);
- DebugScope debug_scope(this);
- if (debug_scope.failed()) return;
-
- // Notify the debug event listeners. Indicate auto continue if the break was
- // a debug command break.
- OnDebugBreak(isolate_->factory()->undefined_value(), debug_command_only);
-}
-
-
-DebugScope::DebugScope(Debug* debug)
- : debug_(debug),
- prev_(debug->debugger_entry()),
- save_(debug_->isolate_),
- no_termination_exceptons_(debug_->isolate_,
- StackGuard::TERMINATE_EXECUTION) {
- // Link recursive debugger entry.
- base::NoBarrier_Store(&debug_->thread_local_.current_debug_scope_,
- reinterpret_cast<base::AtomicWord>(this));
-
- // Store the previous break id and frame id.
- break_id_ = debug_->break_id();
- break_frame_id_ = debug_->break_frame_id();
-
- // Create the new break info. If there is no JavaScript frames there is no
- // break frame id.
- JavaScriptFrameIterator it(isolate());
- bool has_js_frames = !it.done();
- debug_->thread_local_.break_frame_id_ = has_js_frames ? it.frame()->id()
- : StackFrame::NO_ID;
- debug_->SetNextBreakId();
-
- debug_->UpdateState();
- // Make sure that debugger is loaded and enter the debugger context.
- // The previous context is kept in save_.
- failed_ = !debug_->is_loaded();
- if (!failed_) isolate()->set_context(*debug->debug_context());
-}
-
-
-
-DebugScope::~DebugScope() {
- if (!failed_ && prev_ == NULL) {
- // Clear mirror cache when leaving the debugger. Skip this if there is a
- // pending exception as clearing the mirror cache calls back into
- // JavaScript. This can happen if the v8::Debug::Call is used in which
- // case the exception should end up in the calling code.
- if (!isolate()->has_pending_exception()) debug_->ClearMirrorCache();
-
- // If there are commands in the queue when leaving the debugger request
- // that these commands are processed.
- if (debug_->has_commands()) isolate()->stack_guard()->RequestDebugCommand();
- }
-
- // Leaving this debugger entry.
- base::NoBarrier_Store(&debug_->thread_local_.current_debug_scope_,
- reinterpret_cast<base::AtomicWord>(prev_));
-
- // Restore to the previous break state.
- debug_->thread_local_.break_frame_id_ = break_frame_id_;
- debug_->thread_local_.break_id_ = break_id_;
-
- debug_->UpdateState();
-}
-
-
-MessageImpl MessageImpl::NewEvent(DebugEvent event,
- bool running,
- Handle<JSObject> exec_state,
- Handle<JSObject> event_data) {
- MessageImpl message(true, event, running,
- exec_state, event_data, Handle<String>(), NULL);
- return message;
-}
-
-
-MessageImpl MessageImpl::NewResponse(DebugEvent event,
- bool running,
- Handle<JSObject> exec_state,
- Handle<JSObject> event_data,
- Handle<String> response_json,
- v8::Debug::ClientData* client_data) {
- MessageImpl message(false, event, running,
- exec_state, event_data, response_json, client_data);
- return message;
-}
-
-
-MessageImpl::MessageImpl(bool is_event,
- DebugEvent event,
- bool running,
- Handle<JSObject> exec_state,
- Handle<JSObject> event_data,
- Handle<String> response_json,
- v8::Debug::ClientData* client_data)
- : is_event_(is_event),
- event_(event),
- running_(running),
- exec_state_(exec_state),
- event_data_(event_data),
- response_json_(response_json),
- client_data_(client_data) {}
-
-
-bool MessageImpl::IsEvent() const {
- return is_event_;
-}
-
-
-bool MessageImpl::IsResponse() const {
- return !is_event_;
-}
-
-
-DebugEvent MessageImpl::GetEvent() const {
- return event_;
-}
-
-
-bool MessageImpl::WillStartRunning() const {
- return running_;
-}
-
-
-v8::Local<v8::Object> MessageImpl::GetExecutionState() const {
- return v8::Utils::ToLocal(exec_state_);
-}
-
-
-v8::Isolate* MessageImpl::GetIsolate() const {
- return reinterpret_cast<v8::Isolate*>(exec_state_->GetIsolate());
-}
-
-
-v8::Local<v8::Object> MessageImpl::GetEventData() const {
- return v8::Utils::ToLocal(event_data_);
-}
-
-
-v8::Local<v8::String> MessageImpl::GetJSON() const {
- Isolate* isolate = event_data_->GetIsolate();
- v8::EscapableHandleScope scope(reinterpret_cast<v8::Isolate*>(isolate));
-
- if (IsEvent()) {
- // Call toJSONProtocol on the debug event object.
- Handle<Object> fun = Object::GetProperty(
- isolate, event_data_, "toJSONProtocol").ToHandleChecked();
- if (!fun->IsJSFunction()) {
- return v8::Local<v8::String>();
- }
-
- MaybeHandle<Object> maybe_json =
- Execution::TryCall(Handle<JSFunction>::cast(fun), event_data_, 0, NULL);
- Handle<Object> json;
- if (!maybe_json.ToHandle(&json) || !json->IsString()) {
- return v8::Local<v8::String>();
- }
- return scope.Escape(v8::Utils::ToLocal(Handle<String>::cast(json)));
- } else {
- return v8::Utils::ToLocal(response_json_);
- }
-}
-
-
-v8::Local<v8::Context> MessageImpl::GetEventContext() const {
- Isolate* isolate = event_data_->GetIsolate();
- v8::Local<v8::Context> context = GetDebugEventContext(isolate);
- // Isolate::context() may be NULL when "script collected" event occurs.
- DCHECK(!context.IsEmpty());
- return context;
-}
-
-
-v8::Debug::ClientData* MessageImpl::GetClientData() const {
- return client_data_;
-}
-
-
-EventDetailsImpl::EventDetailsImpl(DebugEvent event,
- Handle<JSObject> exec_state,
- Handle<JSObject> event_data,
- Handle<Object> callback_data,
- v8::Debug::ClientData* client_data)
- : event_(event),
- exec_state_(exec_state),
- event_data_(event_data),
- callback_data_(callback_data),
- client_data_(client_data) {}
-
-
-DebugEvent EventDetailsImpl::GetEvent() const {
- return event_;
-}
-
-
-v8::Local<v8::Object> EventDetailsImpl::GetExecutionState() const {
- return v8::Utils::ToLocal(exec_state_);
-}
-
-
-v8::Local<v8::Object> EventDetailsImpl::GetEventData() const {
- return v8::Utils::ToLocal(event_data_);
-}
-
-
-v8::Local<v8::Context> EventDetailsImpl::GetEventContext() const {
- return GetDebugEventContext(exec_state_->GetIsolate());
-}
-
-
-v8::Local<v8::Value> EventDetailsImpl::GetCallbackData() const {
- return v8::Utils::ToLocal(callback_data_);
-}
-
-
-v8::Debug::ClientData* EventDetailsImpl::GetClientData() const {
- return client_data_;
-}
-
-
-CommandMessage::CommandMessage() : text_(Vector<uint16_t>::empty()),
- client_data_(NULL) {
-}
-
-
-CommandMessage::CommandMessage(const Vector<uint16_t>& text,
- v8::Debug::ClientData* data)
- : text_(text),
- client_data_(data) {
-}
-
-
-void CommandMessage::Dispose() {
- text_.Dispose();
- delete client_data_;
- client_data_ = NULL;
-}
-
-
-CommandMessage CommandMessage::New(const Vector<uint16_t>& command,
- v8::Debug::ClientData* data) {
- return CommandMessage(command.Clone(), data);
-}
-
-
-CommandMessageQueue::CommandMessageQueue(int size) : start_(0), end_(0),
- size_(size) {
- messages_ = NewArray<CommandMessage>(size);
-}
-
-
-CommandMessageQueue::~CommandMessageQueue() {
- while (!IsEmpty()) Get().Dispose();
- DeleteArray(messages_);
-}
-
-
-CommandMessage CommandMessageQueue::Get() {
- DCHECK(!IsEmpty());
- int result = start_;
- start_ = (start_ + 1) % size_;
- return messages_[result];
-}
-
-
-void CommandMessageQueue::Put(const CommandMessage& message) {
- if ((end_ + 1) % size_ == start_) {
- Expand();
- }
- messages_[end_] = message;
- end_ = (end_ + 1) % size_;
-}
-
-
-void CommandMessageQueue::Expand() {
- CommandMessageQueue new_queue(size_ * 2);
- while (!IsEmpty()) {
- new_queue.Put(Get());
- }
- CommandMessage* array_to_free = messages_;
- *this = new_queue;
- new_queue.messages_ = array_to_free;
- // Make the new_queue empty so that it doesn't call Dispose on any messages.
- new_queue.start_ = new_queue.end_;
- // Automatic destructor called on new_queue, freeing array_to_free.
-}
-
-
-LockingCommandMessageQueue::LockingCommandMessageQueue(Logger* logger, int size)
- : logger_(logger), queue_(size) {}
-
-
-bool LockingCommandMessageQueue::IsEmpty() const {
- base::LockGuard<base::Mutex> lock_guard(&mutex_);
- return queue_.IsEmpty();
-}
-
-
-CommandMessage LockingCommandMessageQueue::Get() {
- base::LockGuard<base::Mutex> lock_guard(&mutex_);
- CommandMessage result = queue_.Get();
- logger_->DebugEvent("Get", result.text());
- return result;
-}
-
-
-void LockingCommandMessageQueue::Put(const CommandMessage& message) {
- base::LockGuard<base::Mutex> lock_guard(&mutex_);
- queue_.Put(message);
- logger_->DebugEvent("Put", message.text());
-}
-
-
-void LockingCommandMessageQueue::Clear() {
- base::LockGuard<base::Mutex> lock_guard(&mutex_);
- queue_.Clear();
-}
-
-} // namespace internal
-} // namespace v8
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