gecko-dev/devtools/server/actors/script.js

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/* -*- indent-tabs-mode: nil; js-indent-level: 2; js-indent-level: 2 -*- */
/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
2012-05-21 11:12:37 +00:00
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const Services = require("Services");
const { Cc, Ci, Cu, Cr, components, ChromeWorker } = require("chrome");
const { ActorPool, OriginalLocation, GeneratedLocation } = require("devtools/server/actors/common");
const { BreakpointActor, setBreakpointAtEntryPoints } = require("devtools/server/actors/breakpoint");
const { EnvironmentActor } = require("devtools/server/actors/environment");
const { FrameActor } = require("devtools/server/actors/frame");
const { ObjectActor, createValueGrip, longStringGrip } = require("devtools/server/actors/object");
const { SourceActor, getSourceURL } = require("devtools/server/actors/source");
const { DebuggerServer } = require("devtools/server/main");
const { ActorClassWithSpec } = require("devtools/shared/protocol");
const DevToolsUtils = require("devtools/shared/DevToolsUtils");
const { assert, dumpn, update, fetch } = DevToolsUtils;
const promise = require("promise");
const PromiseDebugging = require("PromiseDebugging");
const xpcInspector = require("xpcInspector");
const ScriptStore = require("./utils/ScriptStore");
const { DevToolsWorker } = require("devtools/shared/worker/worker");
const object = require("sdk/util/object");
const { threadSpec } = require("devtools/shared/specs/script");
const { defer, resolve, reject, all } = promise;
loader.lazyGetter(this, "Debugger", () => {
let Debugger = require("Debugger");
hackDebugger(Debugger);
return Debugger;
});
loader.lazyRequireGetter(this, "CssLogic", "devtools/server/css-logic", true);
loader.lazyRequireGetter(this, "events", "sdk/event/core");
loader.lazyRequireGetter(this, "mapURIToAddonID", "devtools/server/actors/utils/map-uri-to-addon-id");
/**
* A BreakpointActorMap is a map from locations to instances of BreakpointActor.
*/
function BreakpointActorMap() {
this._size = 0;
this._actors = {};
}
BreakpointActorMap.prototype = {
/**
* Return the number of BreakpointActors in this BreakpointActorMap.
*
* @returns Number
* The number of BreakpointActor in this BreakpointActorMap.
*/
get size() {
return this._size;
},
/**
* Generate all BreakpointActors that match the given location in
* this BreakpointActorMap.
*
* @param OriginalLocation location
* The location for which matching BreakpointActors should be generated.
*/
findActors: function* (location = new OriginalLocation()) {
// Fast shortcut for when we know we won't find any actors. Surprisingly
// enough, this speeds up refreshing when there are no breakpoints set by
// about 2x!
if (this.size === 0) {
return;
}
function* findKeys(object, key) {
if (key !== undefined) {
if (key in object) {
yield key;
}
}
else {
for (let key of Object.keys(object)) {
yield key;
}
}
}
let query = {
sourceActorID: location.originalSourceActor ? location.originalSourceActor.actorID : undefined,
line: location.originalLine,
};
// If location contains a line, assume we are searching for a whole line
// breakpoint, and set begin/endColumn accordingly. Otherwise, we are
// searching for all breakpoints, so begin/endColumn should be left unset.
if (location.originalLine) {
query.beginColumn = location.originalColumn ? location.originalColumn : 0;
query.endColumn = location.originalColumn ? location.originalColumn + 1 : Infinity;
} else {
query.beginColumn = location.originalColumn ? query.originalColumn : undefined;
query.endColumn = location.originalColumn ? query.originalColumn + 1 : undefined;
}
for (let sourceActorID of findKeys(this._actors, query.sourceActorID))
for (let line of findKeys(this._actors[sourceActorID], query.line))
for (let beginColumn of findKeys(this._actors[sourceActorID][line], query.beginColumn))
for (let endColumn of findKeys(this._actors[sourceActorID][line][beginColumn], query.endColumn)) {
yield this._actors[sourceActorID][line][beginColumn][endColumn];
}
},
/**
* Return the BreakpointActor at the given location in this
* BreakpointActorMap.
*
* @param OriginalLocation location
* The location for which the BreakpointActor should be returned.
*
* @returns BreakpointActor actor
* The BreakpointActor at the given location.
*/
getActor: function (originalLocation) {
for (let actor of this.findActors(originalLocation)) {
return actor;
}
return null;
},
/**
* Set the given BreakpointActor to the given location in this
* BreakpointActorMap.
*
* @param OriginalLocation location
* The location to which the given BreakpointActor should be set.
*
* @param BreakpointActor actor
* The BreakpointActor to be set to the given location.
*/
setActor: function (location, actor) {
let { originalSourceActor, originalLine, originalColumn } = location;
let sourceActorID = originalSourceActor.actorID;
let line = originalLine;
let beginColumn = originalColumn ? originalColumn : 0;
let endColumn = originalColumn ? originalColumn + 1 : Infinity;
if (!this._actors[sourceActorID]) {
this._actors[sourceActorID] = [];
}
if (!this._actors[sourceActorID][line]) {
this._actors[sourceActorID][line] = [];
}
if (!this._actors[sourceActorID][line][beginColumn]) {
this._actors[sourceActorID][line][beginColumn] = [];
}
if (!this._actors[sourceActorID][line][beginColumn][endColumn]) {
++this._size;
}
this._actors[sourceActorID][line][beginColumn][endColumn] = actor;
},
/**
* Delete the BreakpointActor from the given location in this
* BreakpointActorMap.
*
* @param OriginalLocation location
* The location from which the BreakpointActor should be deleted.
*/
deleteActor: function (location) {
let { originalSourceActor, originalLine, originalColumn } = location;
let sourceActorID = originalSourceActor.actorID;
let line = originalLine;
let beginColumn = originalColumn ? originalColumn : 0;
let endColumn = originalColumn ? originalColumn + 1 : Infinity;
if (this._actors[sourceActorID]) {
if (this._actors[sourceActorID][line]) {
if (this._actors[sourceActorID][line][beginColumn]) {
if (this._actors[sourceActorID][line][beginColumn][endColumn]) {
--this._size;
}
delete this._actors[sourceActorID][line][beginColumn][endColumn];
if (Object.keys(this._actors[sourceActorID][line][beginColumn]).length === 0) {
delete this._actors[sourceActorID][line][beginColumn];
}
}
if (Object.keys(this._actors[sourceActorID][line]).length === 0) {
delete this._actors[sourceActorID][line];
}
}
}
}
};
exports.BreakpointActorMap = BreakpointActorMap;
/**
* Keeps track of persistent sources across reloads and ties different
* source instances to the same actor id so that things like
* breakpoints survive reloads. ThreadSources uses this to force the
* same actorID on a SourceActor.
*/
function SourceActorStore() {
// source identifier --> actor id
this._sourceActorIds = Object.create(null);
}
SourceActorStore.prototype = {
/**
* Lookup an existing actor id that represents this source, if available.
*/
getReusableActorId: function (aSource, aOriginalUrl) {
let url = this.getUniqueKey(aSource, aOriginalUrl);
if (url && url in this._sourceActorIds) {
return this._sourceActorIds[url];
}
return null;
},
/**
* Update a source with an actorID.
*/
setReusableActorId: function (aSource, aOriginalUrl, actorID) {
let url = this.getUniqueKey(aSource, aOriginalUrl);
if (url) {
this._sourceActorIds[url] = actorID;
}
},
/**
* Make a unique URL from a source that identifies it across reloads.
*/
getUniqueKey: function (aSource, aOriginalUrl) {
if (aOriginalUrl) {
// Original source from a sourcemap.
return aOriginalUrl;
}
else {
return getSourceURL(aSource);
}
}
};
exports.SourceActorStore = SourceActorStore;
/**
* Manages pushing event loops and automatically pops and exits them in the
* correct order as they are resolved.
*
* @param ThreadActor thread
* The thread actor instance that owns this EventLoopStack.
* @param DebuggerServerConnection connection
* The remote protocol connection associated with this event loop stack.
* @param Object hooks
* An object with the following properties:
* - url: The URL string of the debuggee we are spinning an event loop
* for.
* - preNest: function called before entering a nested event loop
* - postNest: function called after exiting a nested event loop
*/
function EventLoopStack({ thread, connection, hooks }) {
this._hooks = hooks;
this._thread = thread;
this._connection = connection;
}
EventLoopStack.prototype = {
/**
* The number of nested event loops on the stack.
*/
get size() {
return xpcInspector.eventLoopNestLevel;
},
/**
* The URL of the debuggee who pushed the event loop on top of the stack.
*/
get lastPausedUrl() {
let url = null;
if (this.size > 0) {
try {
url = xpcInspector.lastNestRequestor.url;
} catch (e) {
// The tab's URL getter may throw if the tab is destroyed by the time
// this code runs, but we don't really care at this point.
dumpn(e);
}
}
return url;
},
/**
* The DebuggerServerConnection of the debugger who pushed the event loop on
* top of the stack
*/
get lastConnection() {
return xpcInspector.lastNestRequestor._connection;
},
/**
* Push a new nested event loop onto the stack.
*
* @returns EventLoop
*/
push: function () {
return new EventLoop({
thread: this._thread,
connection: this._connection,
hooks: this._hooks
});
}
};
/**
* An object that represents a nested event loop. It is used as the nest
* requestor with nsIJSInspector instances.
*
* @param ThreadActor thread
* The thread actor that is creating this nested event loop.
* @param DebuggerServerConnection connection
* The remote protocol connection associated with this event loop.
* @param Object hooks
* The same hooks object passed into EventLoopStack during its
* initialization.
*/
function EventLoop({ thread, connection, hooks }) {
this._thread = thread;
this._hooks = hooks;
this._connection = connection;
this.enter = this.enter.bind(this);
this.resolve = this.resolve.bind(this);
}
EventLoop.prototype = {
entered: false,
resolved: false,
get url() { return this._hooks.url; },
/**
* Enter this nested event loop.
*/
enter: function () {
let nestData = this._hooks.preNest
? this._hooks.preNest()
: null;
this.entered = true;
xpcInspector.enterNestedEventLoop(this);
// Keep exiting nested event loops while the last requestor is resolved.
if (xpcInspector.eventLoopNestLevel > 0) {
const { resolved } = xpcInspector.lastNestRequestor;
if (resolved) {
xpcInspector.exitNestedEventLoop();
}
}
if (this._hooks.postNest) {
this._hooks.postNest(nestData);
}
},
/**
* Resolve this nested event loop.
*
* @returns boolean
* True if we exited this nested event loop because it was on top of
* the stack, false if there is another nested event loop above this
* one that hasn't resolved yet.
*/
resolve: function () {
if (!this.entered) {
throw new Error("Can't resolve an event loop before it has been entered!");
}
if (this.resolved) {
throw new Error("Already resolved this nested event loop!");
}
this.resolved = true;
if (this === xpcInspector.lastNestRequestor) {
xpcInspector.exitNestedEventLoop();
return true;
}
return false;
},
};
/**
* JSD2 actors.
*/
/**
* Creates a ThreadActor.
*
* ThreadActors manage a JSInspector object and manage execution/inspection
* of debuggees.
*
* @param aParent object
* This |ThreadActor|'s parent actor. It must implement the following
* properties:
* - url: The URL string of the debuggee.
* - window: The global window object.
* - preNest: Function called before entering a nested event loop.
* - postNest: Function called after exiting a nested event loop.
* - makeDebugger: A function that takes no arguments and instantiates
* a Debugger that manages its globals on its own.
* @param aGlobal object [optional]
* An optional (for content debugging only) reference to the content
* window.
*/
const ThreadActor = ActorClassWithSpec(threadSpec, {
initialize: function (aParent, aGlobal) {
this._state = "detached";
this._frameActors = [];
this._parent = aParent;
this._dbg = null;
this._gripDepth = 0;
this._threadLifetimePool = null;
this._tabClosed = false;
this._scripts = null;
this._pauseOnDOMEvents = null;
this._options = {
useSourceMaps: false,
autoBlackBox: false
};
this.breakpointActorMap = new BreakpointActorMap();
this.sourceActorStore = new SourceActorStore();
this._debuggerSourcesSeen = null;
// A map of actorID -> actor for breakpoints created and managed by the
// server.
this._hiddenBreakpoints = new Map();
this.global = aGlobal;
this._allEventsListener = this._allEventsListener.bind(this);
this.onNewGlobal = this.onNewGlobal.bind(this);
this.onSourceEvent = this.onSourceEvent.bind(this);
this.uncaughtExceptionHook = this.uncaughtExceptionHook.bind(this);
this.onDebuggerStatement = this.onDebuggerStatement.bind(this);
this.onNewScript = this.onNewScript.bind(this);
this.objectGrip = this.objectGrip.bind(this);
this.pauseObjectGrip = this.pauseObjectGrip.bind(this);
this._onWindowReady = this._onWindowReady.bind(this);
events.on(this._parent, "window-ready", this._onWindowReady);
// Set a wrappedJSObject property so |this| can be sent via the observer svc
// for the xpcshell harness.
this.wrappedJSObject = this;
},
// Used by the ObjectActor to keep track of the depth of grip() calls.
_gripDepth: null,
get dbg() {
if (!this._dbg) {
this._dbg = this._parent.makeDebugger();
this._dbg.uncaughtExceptionHook = this.uncaughtExceptionHook;
this._dbg.onDebuggerStatement = this.onDebuggerStatement;
this._dbg.onNewScript = this.onNewScript;
this._dbg.on("newGlobal", this.onNewGlobal);
// Keep the debugger disabled until a client attaches.
this._dbg.enabled = this._state != "detached";
}
return this._dbg;
},
get globalDebugObject() {
if (!this._parent.window) {
return null;
}
return this.dbg.makeGlobalObjectReference(this._parent.window);
},
get state() {
return this._state;
},
get attached() {
return this.state == "attached" ||
this.state == "running" ||
this.state == "paused";
},
get threadLifetimePool() {
if (!this._threadLifetimePool) {
this._threadLifetimePool = new ActorPool(this.conn);
this.conn.addActorPool(this._threadLifetimePool);
this._threadLifetimePool.objectActors = new WeakMap();
}
return this._threadLifetimePool;
},
get scripts() {
if (!this._scripts) {
this._scripts = new ScriptStore();
this._scripts.addScripts(this.dbg.findScripts());
}
return this._scripts;
},
get sources() {
return this._parent.sources;
},
get youngestFrame() {
if (this.state != "paused") {
return null;
}
return this.dbg.getNewestFrame();
},
_prettyPrintWorker: null,
get prettyPrintWorker() {
if (!this._prettyPrintWorker) {
this._prettyPrintWorker = new DevToolsWorker(
"resource://devtools/server/actors/pretty-print-worker.js",
{ name: "pretty-print",
verbose: dumpn.wantLogging }
);
}
return this._prettyPrintWorker;
},
/**
* Keep track of all of the nested event loops we use to pause the debuggee
* when we hit a breakpoint/debugger statement/etc in one place so we can
* resolve them when we get resume packets. We have more than one (and keep
* them in a stack) because we can pause within client evals.
*/
_threadPauseEventLoops: null,
_pushThreadPause: function () {
if (!this._threadPauseEventLoops) {
this._threadPauseEventLoops = [];
}
const eventLoop = this._nestedEventLoops.push();
this._threadPauseEventLoops.push(eventLoop);
eventLoop.enter();
},
_popThreadPause: function () {
const eventLoop = this._threadPauseEventLoops.pop();
assert(eventLoop, "Should have an event loop.");
eventLoop.resolve();
},
/**
* Remove all debuggees and clear out the thread's sources.
*/
clearDebuggees: function () {
if (this._dbg) {
this.dbg.removeAllDebuggees();
}
this._sources = null;
this._scripts = null;
},
/**
* Listener for our |Debugger|'s "newGlobal" event.
*/
onNewGlobal: function (aGlobal) {
// Notify the client.
this.conn.send({
from: this.actorID,
type: "newGlobal",
// TODO: after bug 801084 lands see if we need to JSONify this.
hostAnnotations: aGlobal.hostAnnotations
});
},
disconnect: function () {
dumpn("in ThreadActor.prototype.disconnect");
if (this._state == "paused") {
this.onResume();
}
// Blow away our source actor ID store because those IDs are only
// valid for this connection. This is ok because we never keep
// things like breakpoints across connections.
this._sourceActorStore = null;
events.off(this._parent, "window-ready", this._onWindowReady);
this.sources.off("newSource", this.onSourceEvent);
this.sources.off("updatedSource", this.onSourceEvent);
this.clearDebuggees();
this.conn.removeActorPool(this._threadLifetimePool);
this._threadLifetimePool = null;
if (this._prettyPrintWorker) {
this._prettyPrintWorker.destroy();
this._prettyPrintWorker = null;
}
if (!this._dbg) {
return;
}
this._dbg.enabled = false;
this._dbg = null;
},
/**
* Disconnect the debugger and put the actor in the exited state.
*/
exit: function () {
this.disconnect();
Make the debugger frontend cope with an already connected target (bug 933212); r=jryans,fitzgen * Made the DebuggerClient, which is actually the RootActor front, not consider one of the attached child fronts as "active". Since a single DebuggerClient (or RootFront) is kept around for the App Manager's lifetime, it makes sense to move the notion of "active" tab to the toolbox's target. As each toolbox gets destroyed, the fronts should be detaching from their actors (if they are stateful) so that the app is no longer in a debugging state. Debugging a new app (or reconnecting to a previous one) will create new fronts anyway. * Slightly refactored the TabClient, ThreadClient, SourceClient and TracerClient towards a protocol.js-based architecture, by adding parent-child references and lifecycle management. Now a tab-scoped thread actor for instance has the tab as its parent, while a global-scoped thread actor (chrome debugger) has the DebuggerCLient (RootFront) as its parent. This lets parents reference their children, so that caching in the target object can work. It also allowed me to move some methods from the DebuggerClient to the actual front that should be responsible, like reconfigureTab, reconfigureThread and attachThread. These methods now use DebuggerClient.requester, too. * Added some error handling in the debugger client requester around "before" and "after" callbacks, which exposed some errors in tests that are now fixed. * Fixed the state handling in the thread actor so that merely detaching from a thread doesn't put it in the exited state. This is the part that what was necessary for Firebug's use case. * Properly loading tracer and webgl actors now on b2g.
2014-01-14 15:39:40 +00:00
this._state = "exited";
},
// Request handlers
onAttach: function (aRequest) {
if (this.state === "exited") {
return { type: "exited" };
}
if (this.state !== "detached") {
Make the debugger frontend cope with an already connected target (bug 933212); r=jryans,fitzgen * Made the DebuggerClient, which is actually the RootActor front, not consider one of the attached child fronts as "active". Since a single DebuggerClient (or RootFront) is kept around for the App Manager's lifetime, it makes sense to move the notion of "active" tab to the toolbox's target. As each toolbox gets destroyed, the fronts should be detaching from their actors (if they are stateful) so that the app is no longer in a debugging state. Debugging a new app (or reconnecting to a previous one) will create new fronts anyway. * Slightly refactored the TabClient, ThreadClient, SourceClient and TracerClient towards a protocol.js-based architecture, by adding parent-child references and lifecycle management. Now a tab-scoped thread actor for instance has the tab as its parent, while a global-scoped thread actor (chrome debugger) has the DebuggerCLient (RootFront) as its parent. This lets parents reference their children, so that caching in the target object can work. It also allowed me to move some methods from the DebuggerClient to the actual front that should be responsible, like reconfigureTab, reconfigureThread and attachThread. These methods now use DebuggerClient.requester, too. * Added some error handling in the debugger client requester around "before" and "after" callbacks, which exposed some errors in tests that are now fixed. * Fixed the state handling in the thread actor so that merely detaching from a thread doesn't put it in the exited state. This is the part that what was necessary for Firebug's use case. * Properly loading tracer and webgl actors now on b2g.
2014-01-14 15:39:40 +00:00
return { error: "wrongState",
message: "Current state is " + this.state };
}
this._state = "attached";
this._debuggerSourcesSeen = new Set();
Object.assign(this._options, aRequest.options || {});
this.sources.setOptions(this._options);
this.sources.on("newSource", this.onSourceEvent);
this.sources.on("updatedSource", this.onSourceEvent);
// Initialize an event loop stack. This can't be done in the constructor,
// because this.conn is not yet initialized by the actor pool at that time.
this._nestedEventLoops = new EventLoopStack({
hooks: this._parent,
connection: this.conn,
thread: this
});
this.dbg.addDebuggees();
this.dbg.enabled = true;
try {
// Put ourselves in the paused state.
let packet = this._paused();
if (!packet) {
return { error: "notAttached" };
}
packet.why = { type: "attached" };
this._restoreBreakpoints();
// Send the response to the attach request now (rather than
// returning it), because we're going to start a nested event loop
// here.
this.conn.send(packet);
// Start a nested event loop.
this._pushThreadPause();
// We already sent a response to this request, don't send one
// now.
return null;
} catch (e) {
reportError(e);
return { error: "notAttached", message: e.toString() };
}
},
onDetach: function (aRequest) {
this.disconnect();
Make the debugger frontend cope with an already connected target (bug 933212); r=jryans,fitzgen * Made the DebuggerClient, which is actually the RootActor front, not consider one of the attached child fronts as "active". Since a single DebuggerClient (or RootFront) is kept around for the App Manager's lifetime, it makes sense to move the notion of "active" tab to the toolbox's target. As each toolbox gets destroyed, the fronts should be detaching from their actors (if they are stateful) so that the app is no longer in a debugging state. Debugging a new app (or reconnecting to a previous one) will create new fronts anyway. * Slightly refactored the TabClient, ThreadClient, SourceClient and TracerClient towards a protocol.js-based architecture, by adding parent-child references and lifecycle management. Now a tab-scoped thread actor for instance has the tab as its parent, while a global-scoped thread actor (chrome debugger) has the DebuggerCLient (RootFront) as its parent. This lets parents reference their children, so that caching in the target object can work. It also allowed me to move some methods from the DebuggerClient to the actual front that should be responsible, like reconfigureTab, reconfigureThread and attachThread. These methods now use DebuggerClient.requester, too. * Added some error handling in the debugger client requester around "before" and "after" callbacks, which exposed some errors in tests that are now fixed. * Fixed the state handling in the thread actor so that merely detaching from a thread doesn't put it in the exited state. This is the part that what was necessary for Firebug's use case. * Properly loading tracer and webgl actors now on b2g.
2014-01-14 15:39:40 +00:00
this._state = "detached";
this._debuggerSourcesSeen = null;
Make the debugger frontend cope with an already connected target (bug 933212); r=jryans,fitzgen * Made the DebuggerClient, which is actually the RootActor front, not consider one of the attached child fronts as "active". Since a single DebuggerClient (or RootFront) is kept around for the App Manager's lifetime, it makes sense to move the notion of "active" tab to the toolbox's target. As each toolbox gets destroyed, the fronts should be detaching from their actors (if they are stateful) so that the app is no longer in a debugging state. Debugging a new app (or reconnecting to a previous one) will create new fronts anyway. * Slightly refactored the TabClient, ThreadClient, SourceClient and TracerClient towards a protocol.js-based architecture, by adding parent-child references and lifecycle management. Now a tab-scoped thread actor for instance has the tab as its parent, while a global-scoped thread actor (chrome debugger) has the DebuggerCLient (RootFront) as its parent. This lets parents reference their children, so that caching in the target object can work. It also allowed me to move some methods from the DebuggerClient to the actual front that should be responsible, like reconfigureTab, reconfigureThread and attachThread. These methods now use DebuggerClient.requester, too. * Added some error handling in the debugger client requester around "before" and "after" callbacks, which exposed some errors in tests that are now fixed. * Fixed the state handling in the thread actor so that merely detaching from a thread doesn't put it in the exited state. This is the part that what was necessary for Firebug's use case. * Properly loading tracer and webgl actors now on b2g.
2014-01-14 15:39:40 +00:00
dumpn("ThreadActor.prototype.onDetach: returning 'detached' packet");
return {
type: "detached"
};
},
onReconfigure: function (aRequest) {
if (this.state == "exited") {
return { error: "wrongState" };
}
const options = aRequest.options || {};
if ("observeAsmJS" in options) {
this.dbg.allowUnobservedAsmJS = !options.observeAsmJS;
}
Object.assign(this._options, options);
// Update the global source store
this.sources.setOptions(options);
return {};
},
/**
* Pause the debuggee, by entering a nested event loop, and return a 'paused'
* packet to the client.
*
* @param Debugger.Frame aFrame
* The newest debuggee frame in the stack.
* @param object aReason
* An object with a 'type' property containing the reason for the pause.
* @param function onPacket
* Hook to modify the packet before it is sent. Feel free to return a
* promise.
*/
_pauseAndRespond: function (aFrame, aReason, onPacket = function (k) { return k; }) {
try {
let packet = this._paused(aFrame);
if (!packet) {
return undefined;
}
packet.why = aReason;
let generatedLocation = this.sources.getFrameLocation(aFrame);
this.sources.getOriginalLocation(generatedLocation)
.then((originalLocation) => {
if (!originalLocation.originalSourceActor) {
// The only time the source actor will be null is if there
// was a sourcemap and it tried to look up the original
// location but there was no original URL. This is a strange
// scenario so we simply don't pause.
DevToolsUtils.reportException(
"ThreadActor",
new Error("Attempted to pause in a script with a sourcemap but " +
"could not find original location.")
);
return undefined;
}
packet.frame.where = {
source: originalLocation.originalSourceActor.form(),
line: originalLocation.originalLine,
column: originalLocation.originalColumn
};
resolve(onPacket(packet))
.then(null, error => {
reportError(error);
return {
error: "unknownError",
message: error.message + "\n" + error.stack
};
})
.then(packet => {
this.conn.send(packet);
});
});
this._pushThreadPause();
} catch (e) {
reportError(e, "Got an exception during TA__pauseAndRespond: ");
}
// If the browser tab has been closed, terminate the debuggee script
// instead of continuing. Executing JS after the content window is gone is
// a bad idea.
return this._tabClosed ? null : undefined;
},
_makeOnEnterFrame: function ({ pauseAndRespond }) {
return aFrame => {
const generatedLocation = this.sources.getFrameLocation(aFrame);
let { originalSourceActor } = this.unsafeSynchronize(this.sources.getOriginalLocation(
generatedLocation));
let url = originalSourceActor.url;
return this.sources.isBlackBoxed(url)
? undefined
: pauseAndRespond(aFrame);
};
},
_makeOnPop: function ({ thread, pauseAndRespond, createValueGrip }) {
return function (aCompletion) {
// onPop is called with 'this' set to the current frame.
const generatedLocation = thread.sources.getFrameLocation(this);
const { originalSourceActor } = thread.unsafeSynchronize(thread.sources.getOriginalLocation(
generatedLocation));
const url = originalSourceActor.url;
if (thread.sources.isBlackBoxed(url)) {
return undefined;
}
// Note that we're popping this frame; we need to watch for
// subsequent step events on its caller.
this.reportedPop = true;
return pauseAndRespond(this, aPacket => {
aPacket.why.frameFinished = {};
if (!aCompletion) {
aPacket.why.frameFinished.terminated = true;
} else if (aCompletion.hasOwnProperty("return")) {
aPacket.why.frameFinished.return = createValueGrip(aCompletion.return);
} else if (aCompletion.hasOwnProperty("yield")) {
aPacket.why.frameFinished.return = createValueGrip(aCompletion.yield);
} else {
aPacket.why.frameFinished.throw = createValueGrip(aCompletion.throw);
}
return aPacket;
});
};
},
_makeOnStep: function ({ thread, pauseAndRespond, startFrame,
startLocation, steppingType }) {
// Breaking in place: we should always pause.
if (steppingType === "break") {
return function () {
return pauseAndRespond(this);
};
}
// Otherwise take what a "step" means into consideration.
return function () {
// onStep is called with 'this' set to the current frame.
// Only allow stepping stops at entry points for the line, when
// the stepping occurs in a single frame. The "same frame"
// check makes it so a sequence of steps can step out of a frame
// and into subsequent calls in the outer frame. E.g., if there
// is a call "a(b())" and the user steps into b, then this
// condition makes it possible to step out of b and into a.
if (this === startFrame &&
!this.script.getOffsetLocation(this.offset).isEntryPoint) {
return undefined;
}
const generatedLocation = thread.sources.getFrameLocation(this);
const newLocation = thread.unsafeSynchronize(thread.sources.getOriginalLocation(
generatedLocation));
// Cases when we should pause because we have executed enough to consider
// a "step" to have occured:
//
// 1.1. We change frames.
// 1.2. We change URLs (can happen without changing frames thanks to
// source mapping).
// 1.3. We change lines.
//
// Cases when we should always continue execution, even if one of the
// above cases is true:
//
// 2.1. We are in a source mapped region, but inside a null mapping
// (doesn't correlate to any region of original source)
// 2.2. The source we are in is black boxed.
// Cases 2.1 and 2.2
if (newLocation.originalUrl == null
|| thread.sources.isBlackBoxed(newLocation.originalUrl)) {
return undefined;
}
// Cases 1.1, 1.2 and 1.3
if (this !== startFrame
|| startLocation.originalUrl !== newLocation.originalUrl
|| startLocation.originalLine !== newLocation.originalLine) {
return pauseAndRespond(this);
}
// Otherwise, let execution continue (we haven't executed enough code to
// consider this a "step" yet).
return undefined;
};
},
/**
* Define the JS hook functions for stepping.
*/
_makeSteppingHooks: function (aStartLocation, steppingType) {
// Bind these methods and state because some of the hooks are called
// with 'this' set to the current frame. Rather than repeating the
// binding in each _makeOnX method, just do it once here and pass it
// in to each function.
const steppingHookState = {
pauseAndRespond: (aFrame, onPacket = k=>k) => {
return this._pauseAndRespond(aFrame, { type: "resumeLimit" }, onPacket);
},
createValueGrip: v => createValueGrip(v, this._pausePool,
this.objectGrip),
thread: this,
startFrame: this.youngestFrame,
startLocation: aStartLocation,
steppingType: steppingType
};
return {
onEnterFrame: this._makeOnEnterFrame(steppingHookState),
onPop: this._makeOnPop(steppingHookState),
onStep: this._makeOnStep(steppingHookState)
};
},
/**
* Handle attaching the various stepping hooks we need to attach when we
* receive a resume request with a resumeLimit property.
*
* @param Object aRequest
* The request packet received over the RDP.
* @returns A promise that resolves to true once the hooks are attached, or is
* rejected with an error packet.
*/
_handleResumeLimit: function (aRequest) {
let steppingType = aRequest.resumeLimit.type;
if (["break", "step", "next", "finish"].indexOf(steppingType) == -1) {
return reject({ error: "badParameterType",
message: "Unknown resumeLimit type" });
}
const generatedLocation = this.sources.getFrameLocation(this.youngestFrame);
return this.sources.getOriginalLocation(generatedLocation)
.then(originalLocation => {
const { onEnterFrame, onPop, onStep } = this._makeSteppingHooks(originalLocation,
steppingType);
// Make sure there is still a frame on the stack if we are to continue
// stepping.
let stepFrame = this._getNextStepFrame(this.youngestFrame);
if (stepFrame) {
switch (steppingType) {
case "step":
this.dbg.onEnterFrame = onEnterFrame;
// Fall through.
case "break":
case "next":
if (stepFrame.script) {
stepFrame.onStep = onStep;
}
stepFrame.onPop = onPop;
break;
case "finish":
stepFrame.onPop = onPop;
}
}
return true;
});
},
/**
* Clear the onStep and onPop hooks from the given frame and all of the frames
* below it.
*
* @param Debugger.Frame aFrame
* The frame we want to clear the stepping hooks from.
*/
_clearSteppingHooks: function (aFrame) {
if (aFrame && aFrame.live) {
while (aFrame) {
aFrame.onStep = undefined;
aFrame.onPop = undefined;
aFrame = aFrame.older;
}
}
},
/**
* Listen to the debuggee's DOM events if we received a request to do so.
*
* @param Object aRequest
* The resume request packet received over the RDP.
*/
_maybeListenToEvents: function (aRequest) {
// Break-on-DOMEvents is only supported in content debugging.
let events = aRequest.pauseOnDOMEvents;
if (this.global && events &&
(events == "*" ||
(Array.isArray(events) && events.length))) {
this._pauseOnDOMEvents = events;
let els = Cc["@mozilla.org/eventlistenerservice;1"]
.getService(Ci.nsIEventListenerService);
els.addListenerForAllEvents(this.global, this._allEventsListener, true);
}
},
/**
* If we are tasked with breaking on the load event, we have to add the
* listener early enough.
*/
_onWindowReady: function () {
this._maybeListenToEvents({
pauseOnDOMEvents: this._pauseOnDOMEvents
});
},
/**
* Handle a protocol request to resume execution of the debuggee.
*/
onResume: function (aRequest) {
if (this._state !== "paused") {
return {
error: "wrongState",
message: "Can't resume when debuggee isn't paused. Current state is '"
+ this._state + "'"
};
}
// In case of multiple nested event loops (due to multiple debuggers open in
// different tabs or multiple debugger clients connected to the same tab)
// only allow resumption in a LIFO order.
if (this._nestedEventLoops.size && this._nestedEventLoops.lastPausedUrl
&& (this._nestedEventLoops.lastPausedUrl !== this._parent.url
|| this._nestedEventLoops.lastConnection !== this.conn)) {
return {
error: "wrongOrder",
message: "trying to resume in the wrong order.",
lastPausedUrl: this._nestedEventLoops.lastPausedUrl
};
}
let resumeLimitHandled;
if (aRequest && aRequest.resumeLimit) {
resumeLimitHandled = this._handleResumeLimit(aRequest);
} else {
this._clearSteppingHooks(this.youngestFrame);
resumeLimitHandled = resolve(true);
}
return resumeLimitHandled.then(() => {
if (aRequest) {
this._options.pauseOnExceptions = aRequest.pauseOnExceptions;
this._options.ignoreCaughtExceptions = aRequest.ignoreCaughtExceptions;
this.maybePauseOnExceptions();
this._maybeListenToEvents(aRequest);
}
let packet = this._resumed();
this._popThreadPause();
// Tell anyone who cares of the resume (as of now, that's the xpcshell
// harness)
if (Services.obs) {
Services.obs.notifyObservers(this, "devtools-thread-resumed", null);
}
return packet;
}, error => {
return error instanceof Error
? { error: "unknownError",
message: DevToolsUtils.safeErrorString(error) }
// It is a known error, and the promise was rejected with an error
// packet.
: error;
});
},
/**
* Spin up a nested event loop so we can synchronously resolve a promise.
*
* DON'T USE THIS UNLESS YOU ABSOLUTELY MUST! Nested event loops suck: the
* world's state can change out from underneath your feet because JS is no
* longer run-to-completion.
*
* @param aPromise
* The promise we want to resolve.
* @returns The promise's resolution.
*/
unsafeSynchronize: function (aPromise) {
let needNest = true;
let eventLoop;
let returnVal;
aPromise
.then((aResolvedVal) => {
needNest = false;
returnVal = aResolvedVal;
})
.then(null, (aError) => {
reportError(aError, "Error inside unsafeSynchronize:");
})
.then(() => {
if (eventLoop) {
eventLoop.resolve();
}
});
if (needNest) {
eventLoop = this._nestedEventLoops.push();
eventLoop.enter();
}
return returnVal;
},
/**
* Set the debugging hook to pause on exceptions if configured to do so.
*/
maybePauseOnExceptions: function () {
if (this._options.pauseOnExceptions) {
this.dbg.onExceptionUnwind = this.onExceptionUnwind.bind(this);
}
},
/**
* A listener that gets called for every event fired on the page, when a list
* of interesting events was provided with the pauseOnDOMEvents property. It
* is used to set server-managed breakpoints on any existing event listeners
* for those events.
*
* @param Event event
* The event that was fired.
*/
_allEventsListener: function (event) {
if (this._pauseOnDOMEvents == "*" ||
this._pauseOnDOMEvents.indexOf(event.type) != -1) {
for (let listener of this._getAllEventListeners(event.target)) {
if (event.type == listener.type || this._pauseOnDOMEvents == "*") {
this._breakOnEnter(listener.script);
}
}
}
},
/**
* Return an array containing all the event listeners attached to the
* specified event target and its ancestors in the event target chain.
*
* @param EventTarget eventTarget
* The target the event was dispatched on.
* @returns Array
*/
_getAllEventListeners: function (eventTarget) {
let els = Cc["@mozilla.org/eventlistenerservice;1"]
.getService(Ci.nsIEventListenerService);
let targets = els.getEventTargetChainFor(eventTarget);
let listeners = [];
for (let target of targets) {
let handlers = els.getListenerInfoFor(target);
for (let handler of handlers) {
// Null is returned for all-events handlers, and native event listeners
// don't provide any listenerObject, which makes them not that useful to
// a JS debugger.
if (!handler || !handler.listenerObject || !handler.type)
continue;
// Create a listener-like object suitable for our purposes.
let l = Object.create(null);
l.type = handler.type;
let listener = handler.listenerObject;
let listenerDO = this.globalDebugObject.makeDebuggeeValue(listener);
// If the listener is an object with a 'handleEvent' method, use that.
if (listenerDO.class == "Object" || listenerDO.class == "XULElement") {
// For some events we don't have permission to access the
// 'handleEvent' property when running in content scope.
if (!listenerDO.unwrap()) {
continue;
}
let heDesc;
while (!heDesc && listenerDO) {
heDesc = listenerDO.getOwnPropertyDescriptor("handleEvent");
listenerDO = listenerDO.proto;
}
if (heDesc && heDesc.value) {
listenerDO = heDesc.value;
}
}
// When the listener is a bound function, we are actually interested in
// the target function.
while (listenerDO.isBoundFunction) {
listenerDO = listenerDO.boundTargetFunction;
}
l.script = listenerDO.script;
// Chrome listeners won't be converted to debuggee values, since their
// compartment is not added as a debuggee.
if (!l.script)
continue;
listeners.push(l);
}
}
return listeners;
},
/**
* Set a breakpoint on the first line of the given script that has an entry
* point.
*/
_breakOnEnter: function (script) {
let offsets = script.getAllOffsets();
for (let line = 0, n = offsets.length; line < n; line++) {
if (offsets[line]) {
// N.B. Hidden breakpoints do not have an original location, and are not
// stored in the breakpoint actor map.
let actor = new BreakpointActor(this);
this.threadLifetimePool.addActor(actor);
let scripts = this.scripts.getScriptsBySourceAndLine(script.source, line);
let entryPoints = findEntryPointsForLine(scripts, line);
setBreakpointAtEntryPoints(actor, entryPoints);
this._hiddenBreakpoints.set(actor.actorID, actor);
break;
}
}
},
/**
* Helper method that returns the next frame when stepping.
*/
_getNextStepFrame: function (aFrame) {
let stepFrame = aFrame.reportedPop ? aFrame.older : aFrame;
if (!stepFrame || !stepFrame.script) {
stepFrame = null;
}
return stepFrame;
},
onClientEvaluate: function (aRequest) {
if (this.state !== "paused") {
return { error: "wrongState",
message: "Debuggee must be paused to evaluate code." };
}
let frame = this._requestFrame(aRequest.frame);
if (!frame) {
return { error: "unknownFrame",
message: "Evaluation frame not found" };
}
if (!frame.environment) {
return { error: "notDebuggee",
message: "cannot access the environment of this frame." };
}
let youngest = this.youngestFrame;
// Put ourselves back in the running state and inform the client.
let resumedPacket = this._resumed();
this.conn.send(resumedPacket);
// Run the expression.
// XXX: test syntax errors
let completion = frame.eval(aRequest.expression);
// Put ourselves back in the pause state.
let packet = this._paused(youngest);
packet.why = { type: "clientEvaluated",
frameFinished: this.createProtocolCompletionValue(completion) };
// Return back to our previous pause's event loop.
return packet;
},
onFrames: function (aRequest) {
if (this.state !== "paused") {
return { error: "wrongState",
message: "Stack frames are only available while the debuggee is paused."};
}
let start = aRequest.start ? aRequest.start : 0;
let count = aRequest.count;
// Find the starting frame...
let frame = this.youngestFrame;
let i = 0;
while (frame && (i < start)) {
frame = frame.older;
i++;
}
// Return request.count frames, or all remaining
// frames if count is not defined.
let promises = [];
for (; frame && (!count || i < (start + count)); i++, frame = frame.older) {
let form = this._createFrameActor(frame).form();
form.depth = i;
let promise = this.sources.getOriginalLocation(new GeneratedLocation(
this.sources.createNonSourceMappedActor(frame.script.source),
form.where.line,
form.where.column
)).then((originalLocation) => {
if (!originalLocation.originalSourceActor) {
return null;
}
let sourceForm = originalLocation.originalSourceActor.form();
form.where = {
source: sourceForm,
line: originalLocation.originalLine,
column: originalLocation.originalColumn
};
form.source = sourceForm;
return form;
});
promises.push(promise);
}
return all(promises).then(function (frames) {
// Filter null values because sourcemapping may have failed.
return { frames: frames.filter(x => !!x) };
});
},
onReleaseMany: function (aRequest) {
if (!aRequest.actors) {
return { error: "missingParameter",
message: "no actors were specified" };
}
let res;
for (let actorID of aRequest.actors) {
let actor = this.threadLifetimePool.get(actorID);
if (!actor) {
if (!res) {
res = { error: "notReleasable",
message: "Only thread-lifetime actors can be released." };
}
continue;
}
actor.onRelease();
}
return res ? res : {};
},
/**
* Get the script and source lists from the debugger.
*/
_discoverSources: function () {
// Only get one script per Debugger.Source.
const sourcesToScripts = new Map();
const scripts = this.scripts.getAllScripts();
for (let i = 0, len = scripts.length; i < len; i++) {
let s = scripts[i];
if (s.source) {
sourcesToScripts.set(s.source, s);
}
}
return all([...sourcesToScripts.values()].map(script => {
return this.sources.createSourceActors(script.source);
}));
},
onSources: function (aRequest) {
return this._discoverSources().then(() => {
// No need to flush the new source packets here, as we are sending the
// list of sources out immediately and we don't need to invoke the
// overhead of an RDP packet for every source right now. Let the default
// timeout flush the buffered packets.
return {
sources: this.sources.iter().map(s => s.form())
};
});
},
/**
* Disassociate all breakpoint actors from their scripts and clear the
* breakpoint handlers. This method can be used when the thread actor intends
* to keep the breakpoint store, but needs to clear any actual breakpoints,
* e.g. due to a page navigation. This way the breakpoint actors' script
* caches won't hold on to the Debugger.Script objects leaking memory.
*/
disableAllBreakpoints: function () {
for (let bpActor of this.breakpointActorMap.findActors()) {
bpActor.removeScripts();
}
},
/**
* Handle a protocol request to pause the debuggee.
*/
onInterrupt: function (aRequest) {
if (this.state == "exited") {
return { type: "exited" };
} else if (this.state == "paused") {
// TODO: return the actual reason for the existing pause.
return { type: "paused", why: { type: "alreadyPaused" } };
} else if (this.state != "running") {
return { error: "wrongState",
message: "Received interrupt request in " + this.state +
" state." };
}
try {
// If execution should pause just before the next JavaScript bytecode is
// executed, just set an onEnterFrame handler.
if (aRequest.when == "onNext") {
let onEnterFrame = (aFrame) => {
return this._pauseAndRespond(aFrame, { type: "interrupted", onNext: true });
};
this.dbg.onEnterFrame = onEnterFrame;
return { type: "willInterrupt" };
}
// If execution should pause immediately, just put ourselves in the paused
// state.
let packet = this._paused();
if (!packet) {
return { error: "notInterrupted" };
}
packet.why = { type: "interrupted" };
// Send the response to the interrupt request now (rather than
// returning it), because we're going to start a nested event loop
// here.
this.conn.send(packet);
// Start a nested event loop.
this._pushThreadPause();
// We already sent a response to this request, don't send one
// now.
return null;
} catch (e) {
reportError(e);
return { error: "notInterrupted", message: e.toString() };
}
},
/**
* Handle a protocol request to retrieve all the event listeners on the page.
*/
onEventListeners: function (aRequest) {
// This request is only supported in content debugging.
if (!this.global) {
return {
error: "notImplemented",
message: "eventListeners request is only supported in content debugging"
};
}
let els = Cc["@mozilla.org/eventlistenerservice;1"]
.getService(Ci.nsIEventListenerService);
let nodes = this.global.document.getElementsByTagName("*");
nodes = [this.global].concat([].slice.call(nodes));
let listeners = [];
for (let node of nodes) {
let handlers = els.getListenerInfoFor(node);
for (let handler of handlers) {
// Create a form object for serializing the listener via the protocol.
let listenerForm = Object.create(null);
let listener = handler.listenerObject;
// Native event listeners don't provide any listenerObject or type and
// are not that useful to a JS debugger.
if (!listener || !handler.type) {
continue;
}
// There will be no tagName if the event listener is set on the window.
let selector = node.tagName ? CssLogic.findCssSelector(node) : "window";
let nodeDO = this.globalDebugObject.makeDebuggeeValue(node);
listenerForm.node = {
selector: selector,
object: createValueGrip(nodeDO, this._pausePool, this.objectGrip)
};
listenerForm.type = handler.type;
listenerForm.capturing = handler.capturing;
listenerForm.allowsUntrusted = handler.allowsUntrusted;
listenerForm.inSystemEventGroup = handler.inSystemEventGroup;
let handlerName = "on" + listenerForm.type;
listenerForm.isEventHandler = false;
if (typeof node.hasAttribute !== "undefined") {
listenerForm.isEventHandler = !!node.hasAttribute(handlerName);
}
if (!!node[handlerName]) {
listenerForm.isEventHandler = !!node[handlerName];
}
// Get the Debugger.Object for the listener object.
let listenerDO = this.globalDebugObject.makeDebuggeeValue(listener);
// If the listener is an object with a 'handleEvent' method, use that.
if (listenerDO.class == "Object" || listenerDO.class == "XULElement") {
// For some events we don't have permission to access the
// 'handleEvent' property when running in content scope.
if (!listenerDO.unwrap()) {
continue;
}
let heDesc;
while (!heDesc && listenerDO) {
heDesc = listenerDO.getOwnPropertyDescriptor("handleEvent");
listenerDO = listenerDO.proto;
}
if (heDesc && heDesc.value) {
listenerDO = heDesc.value;
}
}
// When the listener is a bound function, we are actually interested in
// the target function.
while (listenerDO.isBoundFunction) {
listenerDO = listenerDO.boundTargetFunction;
}
listenerForm.function = createValueGrip(listenerDO, this._pausePool,
this.objectGrip);
listeners.push(listenerForm);
}
}
return { listeners: listeners };
},
/**
* Return the Debug.Frame for a frame mentioned by the protocol.
*/
_requestFrame: function (aFrameID) {
if (!aFrameID) {
return this.youngestFrame;
}
if (this._framePool.has(aFrameID)) {
return this._framePool.get(aFrameID).frame;
}
return undefined;
},
_paused: function (aFrame) {
// We don't handle nested pauses correctly. Don't try - if we're
// paused, just continue running whatever code triggered the pause.
// We don't want to actually have nested pauses (although we
// have nested event loops). If code runs in the debuggee during
// a pause, it should cause the actor to resume (dropping
// pause-lifetime actors etc) and then repause when complete.
if (this.state === "paused") {
return undefined;
}
// Clear stepping hooks.
this.dbg.onEnterFrame = undefined;
this.dbg.onExceptionUnwind = undefined;
if (aFrame) {
aFrame.onStep = undefined;
aFrame.onPop = undefined;
}
// Clear DOM event breakpoints.
// XPCShell tests don't use actual DOM windows for globals and cause
// removeListenerForAllEvents to throw.
if (!isWorker && this.global && !this.global.toString().includes("Sandbox")) {
let els = Cc["@mozilla.org/eventlistenerservice;1"]
.getService(Ci.nsIEventListenerService);
els.removeListenerForAllEvents(this.global, this._allEventsListener, true);
for (let [, bp] of this._hiddenBreakpoints) {
bp.delete();
}
this._hiddenBreakpoints.clear();
}
this._state = "paused";
// Create the actor pool that will hold the pause actor and its
// children.
assert(!this._pausePool, "No pause pool should exist yet");
this._pausePool = new ActorPool(this.conn);
this.conn.addActorPool(this._pausePool);
// Give children of the pause pool a quick link back to the
// thread...
this._pausePool.threadActor = this;
// Create the pause actor itself...
assert(!this._pauseActor, "No pause actor should exist yet");
this._pauseActor = new PauseActor(this._pausePool);
this._pausePool.addActor(this._pauseActor);
// Update the list of frames.
let poppedFrames = this._updateFrames();
// Send off the paused packet and spin an event loop.
let packet = { from: this.actorID,
type: "paused",
actor: this._pauseActor.actorID };
if (aFrame) {
packet.frame = this._createFrameActor(aFrame).form();
}
if (poppedFrames) {
packet.poppedFrames = poppedFrames;
}
return packet;
},
_resumed: function () {
this._state = "running";
// Drop the actors in the pause actor pool.
this.conn.removeActorPool(this._pausePool);
this._pausePool = null;
this._pauseActor = null;
return { from: this.actorID, type: "resumed" };
},
/**
* Expire frame actors for frames that have been popped.
*
* @returns A list of actor IDs whose frames have been popped.
*/
_updateFrames: function () {
let popped = [];
// Create the actor pool that will hold the still-living frames.
let framePool = new ActorPool(this.conn);
let frameList = [];
for (let frameActor of this._frameActors) {
if (frameActor.frame.live) {
framePool.addActor(frameActor);
frameList.push(frameActor);
} else {
popped.push(frameActor.actorID);
}
}
// Remove the old frame actor pool, this will expire
// any actors that weren't added to the new pool.
if (this._framePool) {
this.conn.removeActorPool(this._framePool);
}
this._frameActors = frameList;
this._framePool = framePool;
this.conn.addActorPool(framePool);
return popped;
},
_createFrameActor: function (aFrame) {
if (aFrame.actor) {
return aFrame.actor;
}
let actor = new FrameActor(aFrame, this);
this._frameActors.push(actor);
this._framePool.addActor(actor);
aFrame.actor = actor;
return actor;
},
/**
* Create and return an environment actor that corresponds to the provided
* Debugger.Environment.
* @param Debugger.Environment aEnvironment
* The lexical environment we want to extract.
* @param object aPool
* The pool where the newly-created actor will be placed.
* @return The EnvironmentActor for aEnvironment or undefined for host
* functions or functions scoped to a non-debuggee global.
*/
createEnvironmentActor: function (aEnvironment, aPool) {
if (!aEnvironment) {
return undefined;
}
if (aEnvironment.actor) {
return aEnvironment.actor;
}
let actor = new EnvironmentActor(aEnvironment, this);
aPool.addActor(actor);
aEnvironment.actor = actor;
return actor;
},
/**
* Return a protocol completion value representing the given
* Debugger-provided completion value.
*/
createProtocolCompletionValue: function (aCompletion) {
let protoValue = {};
if (aCompletion == null) {
protoValue.terminated = true;
} else if ("return" in aCompletion) {
protoValue.return = createValueGrip(aCompletion.return,
this._pausePool, this.objectGrip);
} else if ("throw" in aCompletion) {
protoValue.throw = createValueGrip(aCompletion.throw,
this._pausePool, this.objectGrip);
} else {
protoValue.return = createValueGrip(aCompletion.yield,
this._pausePool, this.objectGrip);
}
return protoValue;
},
/**
* Create a grip for the given debuggee object.
*
* @param aValue Debugger.Object
* The debuggee object value.
* @param aPool ActorPool
* The actor pool where the new object actor will be added.
*/
objectGrip: function (aValue, aPool) {
if (!aPool.objectActors) {
aPool.objectActors = new WeakMap();
}
if (aPool.objectActors.has(aValue)) {
return aPool.objectActors.get(aValue).grip();
} else if (this.threadLifetimePool.objectActors.has(aValue)) {
return this.threadLifetimePool.objectActors.get(aValue).grip();
}
let actor = new PauseScopedObjectActor(aValue, {
getGripDepth: () => this._gripDepth,
incrementGripDepth: () => this._gripDepth++,
decrementGripDepth: () => this._gripDepth--,
createValueGrip: v => createValueGrip(v, this._pausePool,
this.pauseObjectGrip),
sources: () => this.sources,
createEnvironmentActor: (env, pool) =>
this.createEnvironmentActor(env, pool),
promote: () => this.threadObjectGrip(actor),
isThreadLifetimePool: () =>
actor.registeredPool !== this.threadLifetimePool,
getGlobalDebugObject: () => this.globalDebugObject
});
aPool.addActor(actor);
aPool.objectActors.set(aValue, actor);
return actor.grip();
},
/**
* Create a grip for the given debuggee object with a pause lifetime.
*
* @param aValue Debugger.Object
* The debuggee object value.
*/
pauseObjectGrip: function (aValue) {
if (!this._pausePool) {
throw "Object grip requested while not paused.";
}
return this.objectGrip(aValue, this._pausePool);
},
/**
* Extend the lifetime of the provided object actor to thread lifetime.
*
* @param aActor object
* The object actor.
*/
threadObjectGrip: function (aActor) {
// We want to reuse the existing actor ID, so we just remove it from the
// current pool's weak map and then let pool.addActor do the rest.
aActor.registeredPool.objectActors.delete(aActor.obj);
this.threadLifetimePool.addActor(aActor);
this.threadLifetimePool.objectActors.set(aActor.obj, aActor);
},
/**
* Handle a protocol request to promote multiple pause-lifetime grips to
* thread-lifetime grips.
*
* @param aRequest object
* The protocol request object.
*/
onThreadGrips: function (aRequest) {
if (this.state != "paused") {
return { error: "wrongState" };
}
if (!aRequest.actors) {
return { error: "missingParameter",
message: "no actors were specified" };
}
for (let actorID of aRequest.actors) {
let actor = this._pausePool.get(actorID);
if (actor) {
this.threadObjectGrip(actor);
}
}
return {};
},
/**
* Create a long string grip that is scoped to a pause.
*
* @param aString String
* The string we are creating a grip for.
*/
pauseLongStringGrip: function (aString) {
return longStringGrip(aString, this._pausePool);
},
/**
* Create a long string grip that is scoped to a thread.
*
* @param aString String
* The string we are creating a grip for.
*/
threadLongStringGrip: function (aString) {
return longStringGrip(aString, this._threadLifetimePool);
},
// JS Debugger API hooks.
/**
* A function that the engine calls when a call to a debug event hook,
* breakpoint handler, watchpoint handler, or similar function throws some
* exception.
*
* @param aException exception
* The exception that was thrown in the debugger code.
*/
uncaughtExceptionHook: function (aException) {
dumpn("Got an exception: " + aException.message + "\n" + aException.stack);
},
/**
* A function that the engine calls when a debugger statement has been
* executed in the specified frame.
*
* @param aFrame Debugger.Frame
* The stack frame that contained the debugger statement.
*/
onDebuggerStatement: function (aFrame) {
// Don't pause if we are currently stepping (in or over) or the frame is
// black-boxed.
const generatedLocation = this.sources.getFrameLocation(aFrame);
const { originalSourceActor } = this.unsafeSynchronize(this.sources.getOriginalLocation(
generatedLocation));
const url = originalSourceActor ? originalSourceActor.url : null;
return this.sources.isBlackBoxed(url) || aFrame.onStep
? undefined
: this._pauseAndRespond(aFrame, { type: "debuggerStatement" });
},
/**
* A function that the engine calls when an exception has been thrown and has
* propagated to the specified frame.
*
* @param aFrame Debugger.Frame
* The youngest remaining stack frame.
* @param aValue object
* The exception that was thrown.
*/
onExceptionUnwind: function (aFrame, aValue) {
let willBeCaught = false;
for (let frame = aFrame; frame != null; frame = frame.older) {
if (frame.script.isInCatchScope(frame.offset)) {
willBeCaught = true;
break;
}
}
if (willBeCaught && this._options.ignoreCaughtExceptions) {
return undefined;
}
// NS_ERROR_NO_INTERFACE exceptions are a special case in browser code,
// since they're almost always thrown by QueryInterface functions, and
// handled cleanly by native code.
if (aValue == Cr.NS_ERROR_NO_INTERFACE) {
return undefined;
}
const generatedLocation = this.sources.getFrameLocation(aFrame);
const { originalSourceActor } = this.unsafeSynchronize(this.sources.getOriginalLocation(
generatedLocation));
const url = originalSourceActor ? originalSourceActor.url : null;
if (this.sources.isBlackBoxed(url)) {
return undefined;
}
try {
let packet = this._paused(aFrame);
if (!packet) {
return undefined;
}
packet.why = { type: "exception",
exception: createValueGrip(aValue, this._pausePool,
this.objectGrip)
};
this.conn.send(packet);
this._pushThreadPause();
} catch (e) {
reportError(e, "Got an exception during TA_onExceptionUnwind: ");
}
return undefined;
},
/**
* A function that the engine calls when a new script has been loaded into the
* scope of the specified debuggee global.
*
* @param aScript Debugger.Script
* The source script that has been loaded into a debuggee compartment.
* @param aGlobal Debugger.Object
* A Debugger.Object instance whose referent is the global object.
*/
onNewScript: function (aScript, aGlobal) {
this._addSource(aScript.source);
},
/**
* A function called when there's a new or updated source from a thread actor's
* sources. Emits `newSource` and `updatedSource` on the tab actor.
*
* @param {String} name
* @param {SourceActor} source
*/
onSourceEvent: function (name, source) {
this.conn.send({
from: this._parent.actorID,
type: name,
source: source.form()
});
// For compatibility and debugger still using `newSource` on the thread client,
// still emit this event here. Clean up in bug 1247084
if (name === "newSource") {
this.conn.send({
from: this.actorID,
type: name,
source: source.form()
});
}
},
/**
* Restore any pre-existing breakpoints to the sources that we have access to.
*/
_restoreBreakpoints: function () {
if (this.breakpointActorMap.size === 0) {
return;
}
for (let s of this.scripts.getSources()) {
this._addSource(s);
}
},
/**
* Add the provided source to the server cache.
*
* @param aSource Debugger.Source
* The source that will be stored.
* @returns true, if the source was added; false otherwise.
*/
_addSource: function (aSource) {
if (!this.sources.allowSource(aSource) || this._debuggerSourcesSeen.has(aSource)) {
return false;
}
// The scripts must be added to the ScriptStore before restoring
// breakpoints. If we try to add them to the ScriptStore any later, we can
// accidentally set a breakpoint in a top level script as a "closest match"
// because we wouldn't have added the child scripts to the ScriptStore yet.
this.scripts.addScripts(this.dbg.findScripts({ source: aSource }));
let sourceActor = this.sources.createNonSourceMappedActor(aSource);
let bpActors = [...this.breakpointActorMap.findActors()];
if (this._options.useSourceMaps) {
let promises = [];
// Go ahead and establish the source actors for this script, which
// fetches sourcemaps if available and sends onNewSource
// notifications.
let sourceActorsCreated = this.sources._createSourceMappedActors(aSource);
if (bpActors.length) {
// We need to use unsafeSynchronize here because if the page is being reloaded,
// this call will replace the previous set of source actors for this source
// with a new one. If the source actors have not been replaced by the time
// we try to reset the breakpoints below, their location objects will still
// point to the old set of source actors, which point to different
// scripts.
this.unsafeSynchronize(sourceActorsCreated);
}
for (let _actor of bpActors) {
// XXX bug 1142115: We do async work in here, so we need to create a fresh
// binding because for/of does not yet do that in SpiderMonkey.
let actor = _actor;
if (actor.isPending) {
promises.push(actor.originalLocation.originalSourceActor._setBreakpoint(actor));
} else {
promises.push(this.sources.getAllGeneratedLocations(actor.originalLocation)
.then((generatedLocations) => {
if (generatedLocations.length > 0 &&
generatedLocations[0].generatedSourceActor.actorID === sourceActor.actorID) {
sourceActor._setBreakpointAtAllGeneratedLocations(
actor,
generatedLocations
);
}
}));
}
}
if (promises.length > 0) {
this.unsafeSynchronize(promise.all(promises));
}
} else {
// Bug 1225160: If addSource is called in response to a new script
// notification, and this notification was triggered by loading a JSM from
// chrome code, calling unsafeSynchronize could cause a debuggee timer to
// fire. If this causes the JSM to be loaded a second time, the browser
// will crash, because loading JSMS is not reentrant, and the first load
// has not completed yet.
//
// The root of the problem is that unsafeSynchronize can cause debuggee
// code to run. Unfortunately, fixing that is prohibitively difficult. The
// best we can do at the moment is disable source maps for the browser
// debugger, and carefully avoid the use of unsafeSynchronize in this
// function when source maps are disabled.
for (let actor of bpActors) {
if (actor.isPending) {
actor.originalLocation.originalSourceActor._setBreakpoint(actor);
}
}
}
this._debuggerSourcesSeen.add(aSource);
return true;
},
/**
* Get prototypes and properties of multiple objects.
*/
onPrototypesAndProperties: function (aRequest) {
let result = {};
for (let actorID of aRequest.actors) {
// This code assumes that there are no lazily loaded actors returned
// by this call.
let actor = this.conn.getActor(actorID);
if (!actor) {
return { from: this.actorID,
error: "noSuchActor" };
}
let handler = actor.onPrototypeAndProperties;
if (!handler) {
return { from: this.actorID,
error: "unrecognizedPacketType",
message: ('Actor "' + actorID +
'" does not recognize the packet type ' +
'"prototypeAndProperties"') };
}
result[actorID] = handler.call(actor, {});
}
return { from: this.actorID,
actors: result };
}
});
ThreadActor.prototype.requestTypes = object.merge(ThreadActor.prototype.requestTypes, {
"attach": ThreadActor.prototype.onAttach,
"detach": ThreadActor.prototype.onDetach,
"reconfigure": ThreadActor.prototype.onReconfigure,
"resume": ThreadActor.prototype.onResume,
"clientEvaluate": ThreadActor.prototype.onClientEvaluate,
"frames": ThreadActor.prototype.onFrames,
"interrupt": ThreadActor.prototype.onInterrupt,
"eventListeners": ThreadActor.prototype.onEventListeners,
"releaseMany": ThreadActor.prototype.onReleaseMany,
"sources": ThreadActor.prototype.onSources,
"threadGrips": ThreadActor.prototype.onThreadGrips,
"prototypesAndProperties": ThreadActor.prototype.onPrototypesAndProperties
});
exports.ThreadActor = ThreadActor;
/**
* Creates a PauseActor.
*
* PauseActors exist for the lifetime of a given debuggee pause. Used to
* scope pause-lifetime grips.
*
* @param ActorPool aPool
* The actor pool created for this pause.
*/
function PauseActor(aPool)
{
this.pool = aPool;
}
PauseActor.prototype = {
actorPrefix: "pause"
};
/**
* A base actor for any actors that should only respond receive messages in the
* paused state. Subclasses may expose a `threadActor` which is used to help
* determine when we are in a paused state. Subclasses should set their own
* "constructor" property if they want better error messages. You should never
* instantiate a PauseScopedActor directly, only through subclasses.
*/
function PauseScopedActor()
{
}
/**
* A function decorator for creating methods to handle protocol messages that
* should only be received while in the paused state.
*
* @param aMethod Function
* The function we are decorating.
*/
PauseScopedActor.withPaused = function (aMethod) {
return function () {
if (this.isPaused()) {
return aMethod.apply(this, arguments);
} else {
return this._wrongState();
}
};
};
PauseScopedActor.prototype = {
/**
* Returns true if we are in the paused state.
*/
isPaused: function () {
// When there is not a ThreadActor available (like in the webconsole) we
// have to be optimistic and assume that we are paused so that we can
// respond to requests.
return this.threadActor ? this.threadActor.state === "paused" : true;
},
/**
* Returns the wrongState response packet for this actor.
*/
_wrongState: function () {
return {
error: "wrongState",
message: this.constructor.name +
" actors can only be accessed while the thread is paused."
};
}
};
/**
* Creates a pause-scoped actor for the specified object.
* @see ObjectActor
*/
function PauseScopedObjectActor(obj, hooks) {
ObjectActor.call(this, obj, hooks);
this.hooks.promote = hooks.promote;
this.hooks.isThreadLifetimePool = hooks.isThreadLifetimePool;
}
PauseScopedObjectActor.prototype = Object.create(PauseScopedActor.prototype);
Object.assign(PauseScopedObjectActor.prototype, ObjectActor.prototype);
Object.assign(PauseScopedObjectActor.prototype, {
constructor: PauseScopedObjectActor,
actorPrefix: "pausedobj",
onOwnPropertyNames:
PauseScopedActor.withPaused(ObjectActor.prototype.onOwnPropertyNames),
onPrototypeAndProperties:
PauseScopedActor.withPaused(ObjectActor.prototype.onPrototypeAndProperties),
onPrototype: PauseScopedActor.withPaused(ObjectActor.prototype.onPrototype),
onProperty: PauseScopedActor.withPaused(ObjectActor.prototype.onProperty),
onDecompile: PauseScopedActor.withPaused(ObjectActor.prototype.onDecompile),
onDisplayString:
PauseScopedActor.withPaused(ObjectActor.prototype.onDisplayString),
onParameterNames:
PauseScopedActor.withPaused(ObjectActor.prototype.onParameterNames),
/**
* Handle a protocol request to promote a pause-lifetime grip to a
* thread-lifetime grip.
*
* @param aRequest object
* The protocol request object.
*/
onThreadGrip: PauseScopedActor.withPaused(function (aRequest) {
this.hooks.promote();
return {};
}),
/**
* Handle a protocol request to release a thread-lifetime grip.
*
* @param aRequest object
* The protocol request object.
*/
onRelease: PauseScopedActor.withPaused(function (aRequest) {
if (this.hooks.isThreadLifetimePool()) {
return { error: "notReleasable",
message: "Only thread-lifetime actors can be released." };
}
this.release();
return {};
}),
});
Object.assign(PauseScopedObjectActor.prototype.requestTypes, {
"threadGrip": PauseScopedObjectActor.prototype.onThreadGrip,
});
function hackDebugger(Debugger) {
// TODO: Improve native code instead of hacking on top of it
/**
* Override the toString method in order to get more meaningful script output
* for debugging the debugger.
*/
Debugger.Script.prototype.toString = function () {
let output = "";
if (this.url) {
output += this.url;
}
if (typeof this.staticLevel != "undefined") {
output += ":L" + this.staticLevel;
}
if (typeof this.startLine != "undefined") {
output += ":" + this.startLine;
if (this.lineCount && this.lineCount > 1) {
output += "-" + (this.startLine + this.lineCount - 1);
}
}
if (typeof this.startLine != "undefined") {
output += ":" + this.startLine;
if (this.lineCount && this.lineCount > 1) {
output += "-" + (this.startLine + this.lineCount - 1);
}
}
if (this.strictMode) {
output += ":strict";
}
return output;
};
/**
* Helper property for quickly getting to the line number a stack frame is
* currently paused at.
*/
Object.defineProperty(Debugger.Frame.prototype, "line", {
configurable: true,
get: function () {
if (this.script) {
return this.script.getOffsetLocation(this.offset).lineNumber;
} else {
return null;
}
}
});
}
/**
* Creates an actor for handling chrome debugging. ChromeDebuggerActor is a
* thin wrapper over ThreadActor, slightly changing some of its behavior.
*
* @param aConnection object
* The DebuggerServerConnection with which this ChromeDebuggerActor
* is associated. (Currently unused, but required to make this
* constructor usable with addGlobalActor.)
*
* @param aParent object
* This actor's parent actor. See ThreadActor for a list of expected
* properties.
*/
function ChromeDebuggerActor(aConnection, aParent)
{
ThreadActor.prototype.initialize.call(this, aParent);
}
ChromeDebuggerActor.prototype = Object.create(ThreadActor.prototype);
Object.assign(ChromeDebuggerActor.prototype, {
constructor: ChromeDebuggerActor,
// A constant prefix that will be used to form the actor ID by the server.
actorPrefix: "chromeDebugger"
});
exports.ChromeDebuggerActor = ChromeDebuggerActor;
/**
* Creates an actor for handling add-on debugging. AddonThreadActor is
* a thin wrapper over ThreadActor.
*
* @param aConnection object
* The DebuggerServerConnection with which this AddonThreadActor
* is associated. (Currently unused, but required to make this
* constructor usable with addGlobalActor.)
*
* @param aParent object
* This actor's parent actor. See ThreadActor for a list of expected
* properties.
*/
function AddonThreadActor(aConnect, aParent) {
ThreadActor.prototype.initialize.call(this, aParent);
}
AddonThreadActor.prototype = Object.create(ThreadActor.prototype);
Object.assign(AddonThreadActor.prototype, {
constructor: AddonThreadActor,
// A constant prefix that will be used to form the actor ID by the server.
actorPrefix: "addonThread"
});
exports.AddonThreadActor = AddonThreadActor;
// Utility functions.
/**
* Report the given error in the error console and to stdout.
*
* @param Error aError
* The error object you wish to report.
* @param String aPrefix
* An optional prefix for the reported error message.
*/
var oldReportError = reportError;
reportError = function (aError, aPrefix = "") {
assert(aError instanceof Error, "Must pass Error objects to reportError");
let msg = aPrefix + aError.message + ":\n" + aError.stack;
oldReportError(msg);
dumpn(msg);
};
/**
* Find the scripts which contain offsets that are an entry point to the given
* line.
*
* @param Array scripts
* The set of Debugger.Scripts to consider.
* @param Number line
* The line we are searching for entry points into.
* @returns Array of objects of the form { script, offsets } where:
* - script is a Debugger.Script
* - offsets is an array of offsets that are entry points into the
* given line.
*/
function findEntryPointsForLine(scripts, line) {
const entryPoints = [];
for (let script of scripts) {
const offsets = script.getLineOffsets(line);
if (offsets.length) {
entryPoints.push({ script, offsets });
}
}
return entryPoints;
}
/**
* Unwrap a global that is wrapped in a |Debugger.Object|, or if the global has
* become a dead object, return |undefined|.
*
* @param Debugger.Object wrappedGlobal
* The |Debugger.Object| which wraps a global.
*
* @returns {Object|undefined}
* Returns the unwrapped global object or |undefined| if unwrapping
* failed.
*/
exports.unwrapDebuggerObjectGlobal = wrappedGlobal => {
try {
// Because of bug 991399 we sometimes get nuked window references here. We
// just bail out in that case.
//
// Note that addon sandboxes have a DOMWindow as their prototype. So make
// sure that we can touch the prototype too (whatever it is), in case _it_
// is it a nuked window reference. We force stringification to make sure
// that any dead object proxies make themselves known.
let global = wrappedGlobal.unsafeDereference();
Object.getPrototypeOf(global) + "";
return global;
}
catch (e) {
return undefined;
}
};