gecko-dev/toolkit/devtools/debugger/server/dbg-script-actors.js

1236 lines
36 KiB
JavaScript

/* -*- Mode: javascript; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Foundation
* Portions created by the Initial Developer are Copyright (C) 2011
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Dave Camp <dcamp@mozilla.com>
* Panos Astithas <past@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
"use strict";
/**
* JSD2 actors.
*/
/**
* Creates a ThreadActor.
*
* ThreadActors manage a JSInspector object and manage execution/inspection
* of debuggees.
*
* @param aHooks object
* An object with preNest and postNest methods that can be called when
* entering and exiting a nested event loop.
*/
function ThreadActor(aHooks)
{
this._state = "detached";
this._frameActors = [];
this._environmentActors = [];
this._hooks = aHooks ? aHooks : {};
}
ThreadActor.prototype = {
actorPrefix: "context",
get state() { return this._state; },
get dbg() { return this._dbg; },
get threadLifetimePool() {
if (!this._threadLifetimePool) {
this._threadLifetimePool = new ActorPool(this.conn);
this.conn.addActorPool(this._threadLifetimePool);
}
return this._threadLifetimePool;
},
_breakpointPool: null,
get breakpointActorPool() {
if (!this._breakpointPool) {
this._breakpointPool = new ActorPool(this.conn);
this.conn.addActorPool(this._breakpointPool);
}
return this._breakpointPool;
},
_scripts: {},
/**
* Add a debuggee global to the JSInspector.
*/
addDebuggee: function TA_addDebuggee(aGlobal) {
// Use the inspector xpcom component to turn on debugging
// for aGlobal's compartment. Ideally this won't be necessary
// medium- to long-term, and will be managed by the engine
// instead.
if (!this._dbg) {
this._dbg = new Debugger();
}
this.dbg.addDebuggee(aGlobal);
this.dbg.uncaughtExceptionHook = this.uncaughtExceptionHook.bind(this);
this.dbg.onDebuggerStatement = this.onDebuggerStatement.bind(this);
this.dbg.onNewScript = this.onNewScript.bind(this);
// Keep the debugger disabled until a client attaches.
this.dbg.enabled = false;
},
/**
* Remove a debuggee global from the JSInspector.
*/
removeDebugee: function TA_removeDebuggee(aGlobal) {
try {
this.dbg.removeDebuggee(aGlobal);
} catch(ex) {
// XXX: This debuggee has code currently executing on the stack,
// we need to save this for later.
}
},
disconnect: function TA_disconnect() {
this._state = "exited";
if (this.dbg) {
this.dbg.enabled = false;
this._dbg = null;
}
this.conn.removeActorPool(this._threadLifetimePool || undefined);
this._threadLifetimePool = null;
this.conn.removeActorPool(this._breakpointPool);
this._breakpointPool = null;
for (let url in this._scripts) {
delete this._scripts[url];
}
this._scripts = {};
},
/**
* Disconnect the debugger and put the actor in the exited state.
*/
exit: function TA_exit() {
this.disconnect();
},
// Request handlers
onAttach: function TA_onAttach(aRequest) {
if (this.state === "exited") {
return { type: "exited" };
}
if (this.state !== "detached") {
return { error: "wrongState" };
}
this._state = "attached";
this.dbg.enabled = true;
try {
// Put ourselves in the paused state.
// XXX: We need to put the debuggee in a paused state too.
let packet = this._paused();
if (!packet) {
return { error: "notAttached" };
}
packet.why = { type: "attached" };
// 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._nest();
// We already sent a response to this request, don't send one
// now.
return null;
} catch(e) {
dumpn(e);
return { error: "notAttached", message: e.toString() };
}
},
onDetach: function TA_onDetach(aRequest) {
this.disconnect();
return { type: "detached" };
},
onResume: function TA_onResume(aRequest) {
let packet = this._resumed();
DebuggerServer.xpcInspector.exitNestedEventLoop();
return packet;
},
onClientEvaluate: function TA_onClientEvaluate(aRequest) {
if (this.state !== "paused") {
return { type: "wrongState",
message: "Debuggee must be paused to evaluate code." };
};
let frame = this._requestFrame(aRequest.frame);
if (!frame) {
// XXXspec
return { type: "unknownFrame",
message: "Evaluation frame not found" };
}
// We'll clobber the youngest frame if the eval causes a pause, so
// save our frame now to be restored after eval returns.
// XXX: or we could just start using dbg.getNewestFrame() now that it
// works as expected.
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" };
if ("return" in completion) {
packet.why.value = this.createValueGrip(completion["return"]);
} else if ("throw" in completion) {
packet.why.exception = this.createValueGrip(completion["throw"]);
} else {
// XXXspec
packet.why.terminated = true;
}
// Return back to our previous pause's event loop.
return packet;
},
onFrames: function TA_onFrames(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 frames = [];
for (; frame && (!count || i < (start + count)); i++) {
let grip = this._createFrameActor(frame).grip();
grip.depth = i;
frames.push(grip);
frame = frame.older;
}
return { frames: frames };
},
onReleaseMany: function TA_onReleaseMany(aRequest) {
for each (let actorID in aRequest.actors) {
let actor = this.threadLifetimePool.get(actorID);
this.threadLifetimePool.objectActors.delete(actor.obj);
this.threadLifetimePool.removeActor(actorID);
}
return {};
},
/**
* Handle a protocol request to set a breakpoint.
*/
onSetBreakpoint: function TA_onSetBreakpoint(aRequest) {
if (this.state !== "paused") {
return { error: "wrongState",
message: "Breakpoints can only be set while the debuggee is paused."};
}
let location = aRequest.location;
// TODO: deal with actualLocation being different from the provided location
if (!this._scripts[location.url] || location.line < 0) {
return { from: this.actorID,
error: "noScript" };
}
// Fetch the list of scripts in that url.
let scripts = this._scripts[location.url];
// Fetch the specified script in that list.
let script = null;
for (let i = location.line; i >= 0; i--) {
// Stop when the first script that contains this location is found.
if (scripts[i]) {
// If that first script does not contain the line specified, it's no
// good.
if (i + scripts[i].lineCount < location.line) {
break;
}
script = scripts[i];
break;
}
}
if (!script) {
return { from: this.actorID,
error: "noScript" };
}
let bpActor = new BreakpointActor(script, this);
this.breakpointActorPool.addActor(bpActor);
var offsets = script.getLineOffsets(location.line);
for (var i = 0; i < offsets.length; i++) {
script.setBreakpoint(offsets[i], bpActor);
}
let packet = { from: this.actorID,
actor: bpActor.actorID };
return packet;
},
/**
* Handle a protocol request to return the list of loaded scripts.
*/
onScripts: function TA_onScripts(aRequest) {
let scripts = [];
for (let url in this._scripts) {
for (let i = 0; i < this._scripts[url].length; i++) {
if (!this._scripts[url][i]) {
continue;
}
let script = {
url: url,
startLine: i,
lineCount: this._scripts[url][i].lineCount
};
scripts.push(script);
}
}
let packet = { from: this.actorID,
scripts: scripts };
return packet;
},
/**
* Return the Debug.Frame for a frame mentioned by the protocol.
*/
_requestFrame: function TA_requestFrame(aFrameID) {
// XXXspec: doesn't actually specify how frames are named. By
// depth? By actor? Both?
if (!aFrameID) {
return this._youngestFrame;
}
if (this._framePool.has(aFrameID)) {
return this._framePool.get(aFrameID).frame;
}
return undefined;
},
_paused: function TA_paused(aFrame) {
// XXX: 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 will
// 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;
}
this._state = "paused";
// Save the pause frame (if any) as the youngest frame for
// stack viewing.
this._youngestFrame = aFrame;
// Create the actor pool that will hold the pause actor and its
// children.
dbg_assert(!this._pausePool);
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...
dbg_assert(!this._pauseActor);
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).grip();
}
if (poppedFrames) {
packet.poppedFrames = poppedFrames;
}
return packet;
},
_nest: function TA_nest() {
if (this._hooks.preNest) {
var nestData = this._hooks.preNest();
}
DebuggerServer.xpcInspector.enterNestedEventLoop();
dbg_assert(this.state === "running");
if (this._hooks.postNest) {
this._hooks.postNest(nestData)
}
// "continue" resumption value.
return undefined;
},
_resumed: function TA_resumed() {
this._state = "running";
// Drop the actors in the pause actor pool.
this.conn.removeActorPool(this._pausePool);
this._pausePool = null;
this._pauseActor = null;
this._youngestFrame = 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 TA_updateFrames() {
let popped = [];
// Create the actor pool that will hold the still-living frames.
let framePool = new ActorPool(this.conn);
let frameList = [];
for each (let frameActor in 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 TA_createFrameActor(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
* Debugger.Environment for the provided object.
* @param Debugger.Object aObject
* The object whose lexical environment we want to extract.
* @param object aPool
* The pool where the newly-created actor will be placed.
* @return The EnvironmentActor for aObject.
*/
createEnvironmentActor: function TA_createEnvironmentActor(aObject, aPool) {
let environment = aObject.environment;
// XXX: need to spec this: when the object is a function proxy or not a
// function implemented in JavaScript, we don't return a scope property at
// all.
if (!environment) {
return undefined;
}
if (environment.actor) {
return environment.actor;
}
let actor = new EnvironmentActor(aObject, this);
this._environmentActors.push(actor);
aPool.addActor(actor);
environment.actor = actor;
return actor;
},
/**
* Create a grip for the given debuggee value. If the value is an
* object, will create a pause-lifetime actor.
*/
createValueGrip: function TA_createValueGrip(aValue) {
let type = typeof(aValue);
if (type === "boolean" || type === "string" || type === "number") {
return aValue;
}
if (aValue === null) {
return { type: "null" };
}
if (aValue === undefined) {
return { type: "undefined" }
}
if (typeof(aValue) === "object") {
return this.pauseObjectGrip(aValue);
}
dbg_assert(false, "Failed to provide a grip for: " + aValue);
return null;
},
/**
* 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 TA_objectGrip(aValue, aPool) {
if (!aPool.objectActors) {
aPool.objectActors = new WeakMap();
}
if (aPool.objectActors.has(aValue)) {
return aPool.objectActors.get(aValue).grip();
}
let actor = new ObjectActor(aValue, this);
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 TA_pauseObjectGrip(aValue) {
if (!this._pausePool) {
throw "Object grip requested while not paused.";
}
return this.objectGrip(aValue, this._pausePool);
},
/**
* Create a grip for the given debuggee object with a thread lifetime.
*
* @param aValue Debugger.Object
* The debuggee object value.
*/
threadObjectGrip: function TA_threadObjectGrip(aValue) {
return this.objectGrip(aValue, 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 TA_uncaughtExceptionHook(aException) {
dumpn("Got an exception:" + aException);
},
/**
* 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 TA_onDebuggerStatement(aFrame) {
try {
let packet = this._paused(aFrame);
if (!packet) {
return undefined;
}
packet.why = { type: "debuggerStatement" };
this.conn.send(packet);
return this._nest();
} catch(e) {
dumpn("Got an exception during onDebuggerStatement: " + e + ': ' + e.stack);
return undefined;
}
},
/**
* A function that the engine calls when a new script has been loaded into a
* debuggee compartment. If the new code is part of a function, aFunction is
* a Debugger.Object reference to the function object. (Not all code is part
* of a function; for example, the code appearing in a <script> tag that is
* outside of any functions defined in that tag would be passed to
* onNewScript without an accompanying function argument.)
*
* @param aScript Debugger.Script
* The source script that has been loaded into a debuggee compartment.
* @param aFunction Debugger.Object
* The function object that the ew code is part of.
*/
onNewScript: function TA_onNewScript(aScript, aFunction) {
dumpn("Got a new script:" + aScript + ", url: " + aScript.url +
", startLine: " + aScript.startLine + ", lineCount: " +
aScript.lineCount + ", strictMode: " + aScript.strictMode +
", function: " + aFunction);
// Use a sparse array for storing the scripts for each URL in order to
// optimize retrieval. XXX: in case this is not fast enough for very large
// files with too many scripts, we could sort the hash of script locations
// or use a trie.
if (!this._scripts[aScript.url]) {
this._scripts[aScript.url] = [];
}
this._scripts[aScript.url][aScript.startLine] = aScript;
// Notify the client.
this.conn.send({ from: this.actorID, type: "newScript",
url: aScript.url, startLine: aScript.startLine });
}
};
ThreadActor.prototype.requestTypes = {
"attach": ThreadActor.prototype.onAttach,
"detach": ThreadActor.prototype.onDetach,
"resume": ThreadActor.prototype.onResume,
"clientEvaluate": ThreadActor.prototype.onClientEvaluate,
"frames": ThreadActor.prototype.onFrames,
"releaseMany": ThreadActor.prototype.onReleaseMany,
"setBreakpoint": ThreadActor.prototype.onSetBreakpoint,
"scripts": ThreadActor.prototype.onScripts
};
/**
* 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"
};
/**
* Creates an actor for the specified object.
*
* @param aObj Debugger.Object
* The debuggee object.
* @param aThreadActor ThreadActor
* The parent thread actor for this object.
*/
function ObjectActor(aObj, aThreadActor)
{
this.obj = aObj;
this.threadActor = aThreadActor;
}
ObjectActor.prototype = {
actorPrefix: "obj",
WRONG_STATE_RESPONSE: {
error: "wrongState",
message: "Object actors can only be accessed while the thread is paused."
},
/**
* Returns a grip for this actor for returning in a protocol message.
*/
grip: function OA_grip() {
return { "type": "object",
"class": this.obj["class"],
"actor": this.actorID };
},
/**
* Releases this actor from the pool.
*/
release: function OA_release() {
this.registeredPool.objectActors.delete(this.obj);
this.registeredPool.removeActor(this.actorID);
},
/**
* Handle a protocol request to provide the names of the properties defined on
* the object and not its prototype.
*
* @param aRequest object
* The protocol request object.
*/
onOwnPropertyNames: function OA_onOwnPropertyNames(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
return { from: this.actorID,
ownPropertyNames: this.obj.getOwnPropertyNames() };
},
/**
* Handle a protocol request to provide the prototype and own properties of
* the object.
*
* @param aRequest object
* The protocol request object.
*/
onPrototypeAndProperties: function OA_onPrototypeAndProperties(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
let ownProperties = {};
for each (let name in this.obj.getOwnPropertyNames()) {
try {
let desc = this.obj.getOwnPropertyDescriptor(name);
ownProperties[name] = this._propertyDescriptor(desc);
} catch (e if e.name == "NS_ERROR_XPC_BAD_OP_ON_WN_PROTO") {
// Calling getOwnPropertyDescriptor on wrapped native prototypes is not
// allowed.
dumpn("Error while getting the property descriptor for " + name +
": " + e.name);
}
}
return { from: this.actorID,
prototype: this.threadActor.createValueGrip(this.obj.proto),
ownProperties: ownProperties };
},
/**
* Handle a protocol request to provide the prototype of the object.
*
* @param aRequest object
* The protocol request object.
*/
onPrototype: function OA_onPrototype(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
return { from: this.actorID,
prototype: this.threadActor.createValueGrip(this.obj.proto) };
},
/**
* Handle a protocol request to provide the property descriptor of the
* object's specified property.
*
* @param aRequest object
* The protocol request object.
*/
onProperty: function OA_onProperty(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
// XXX: spec this.
if (!aRequest.name) {
return { error: "noPropertyName",
message: "no property name was specified" };
}
let desc = this.obj.getOwnPropertyDescriptor(aRequest.name);
return { from: this.actorID,
descriptor: this._propertyDescriptor(desc) };
},
/**
* A helper method that creates a property descriptor for the provided object,
* properly formatted for sending in a protocol response.
*
* @param aObject object
* The object that the descriptor is generated for.
*/
_propertyDescriptor: function OA_propertyDescriptor(aObject) {
let descriptor = {};
descriptor.configurable = aObject.configurable;
descriptor.enumerable = aObject.enumerable;
if (aObject.value) {
descriptor.writable = aObject.writable;
descriptor.value = this.threadActor.createValueGrip(aObject.value);
} else {
descriptor.get = this.threadActor.createValueGrip(aObject.get);
descriptor.set = this.threadActor.createValueGrip(aObject.set);
}
return descriptor;
},
/**
* Handle a protocol request to provide the source code of a function.
*
* @param aRequest object
* The protocol request object.
*/
onDecompile: function OA_onDecompile(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
if (this.obj["class"] !== "Function") {
// XXXspec: Error type for this.
return { error: "unrecognizedPacketType",
message: "decompile request is only valid for object grips " +
"with a 'Function' class." };
}
return { from: this.actorID,
decompiledCode: this.obj.decompile(!!aRequest.pretty) };
},
/**
* Handle a protocol request to provide the lexical scope of a function.
*
* @param aRequest object
* The protocol request object.
*/
onScope: function OA_onScope(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
if (this.obj["class"] !== "Function") {
// XXXspec: Error type for this.
return { error: "unrecognizedPacketType",
message: "scope request is only valid for object grips with a" +
" 'Function' class." };
}
let packet = { name: this.obj.name || null };
let envActor = this.threadActor.createEnvironmentActor(this.obj, this.registeredPool);
packet.scope = envActor ? envActor.grip() : envActor;
return packet;
},
/**
* Handle a protocol request to provide the name and parameters of a function.
*
* @param aRequest object
* The protocol request object.
*/
onNameAndParameters: function OA_onNameAndParameters(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
if (this.obj["class"] !== "Function") {
// XXXspec: Error type for this.
return { error: "unrecognizedPacketType",
message: "nameAndParameters request is only valid for object grips with a 'Function' class." };
}
return { name: this.obj.name || null,
parameters: this.obj.parameterNames };
},
/**
* Handle a protocol request to promote a pause-lifetime grip to a
* thread-lifetime grip.
*
* @param aRequest object
* The protocol request object.
*/
onThreadGrip: function OA_onThreadGrip(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
return { threadGrip: this.threadActor.threadObjectGrip(this.obj) };
},
/**
* Handle a protocol request to release a thread-lifetime grip.
*
* @param aRequest object
* The protocol request object.
*/
onRelease: function OA_onRelease(aRequest) {
if (this.threadActor.state !== "paused") {
return this.WRONG_STATE_RESPONSE;
}
if (this.registeredPool !== this.threadActor.threadLifetimePool) {
// XXXspec: error type?
return { error: "unrecognizedPacketType",
message: "release is only recognized on thread-lifetime actors." };
}
this.release();
return {};
},
};
ObjectActor.prototype.requestTypes = {
"nameAndParameters": ObjectActor.prototype.onNameAndParameters,
"prototypeAndProperties": ObjectActor.prototype.onPrototypeAndProperties,
"prototype": ObjectActor.prototype.onPrototype,
"property": ObjectActor.prototype.onProperty,
"ownPropertyNames": ObjectActor.prototype.onOwnPropertyNames,
"scope": ObjectActor.prototype.onScope,
"decompile": ObjectActor.prototype.onDecompile,
"threadGrip": ObjectActor.prototype.onThreadGrip,
"release": ObjectActor.prototype.onRelease,
};
/**
* Creates an actor for the specified stack frame.
*
* @param aFrame Debugger.Frame
* The debuggee frame.
* @param aThreadActor ThreadActor
* The parent thread actor for this frame.
*/
function FrameActor(aFrame, aThreadActor)
{
this.frame = aFrame;
this.threadActor = aThreadActor;
}
FrameActor.prototype = {
actorPrefix: "frame",
/**
* A pool that contains frame-lifetime objects, like the environment.
*/
_frameLifetimePool: null,
get frameLifetimePool() {
if (!this._frameLifetimePool) {
this._frameLifetimePool = new ActorPool(this.conn);
this.conn.addActorPool(this._frameLifetimePool);
}
return this._frameLifetimePool;
},
/**
* Finalization handler that is called when the actor is being evicted from
* the pool.
*/
disconnect: function FA_disconnect() {
this.conn.removeActorPool(this._frameLifetimePool);
this._frameLifetimePool = null;
},
/**
* Returns a grip for this actor for returning in a protocol message.
*/
grip: function FA_grip() {
let grip = { actor: this.actorID,
type: this.frame.type };
if (this.frame.type === "call") {
grip.callee = this.threadActor.createValueGrip(this.frame.callee);
grip.calleeName = this.frame.callee.name;
}
let envActor = this.threadActor
.createEnvironmentActor(this.frame,
this.frameLifetimePool);
grip.environment = envActor ? envActor.grip() : envActor;
grip["this"] = this.threadActor.createValueGrip(this.frame["this"]);
grip.arguments = this._args();
if (!this.frame.older) {
grip.oldest = true;
}
return grip;
},
_args: function FA__args() {
if (!this.frame["arguments"]) {
return [];
}
return [this.threadActor.createValueGrip(arg)
for each (arg in this.frame["arguments"])];
},
/**
* Handle a protocol request to pop this frame from the stack.
*
* @param aRequest object
* The protocol request object.
*/
onPop: function FA_onPop(aRequest) {
return { error: "notImplemented",
message: "Popping frames is not yet implemented." };
}
};
FrameActor.prototype.requestTypes = {
"pop": FrameActor.prototype.onPop,
};
/**
* Creates a BreakpointActor. BreakpointActors exist for the lifetime of their
* containing thread and are responsible for deleting breakpoints, handling
* breakpoint hits and associating breakpoints with scripts.
*
* @param Debugger.Script aScript
* The script this breakpoint is set on.
* @param ThreadActor aThreadActor
* The parent thread actor that contains this breakpoint.
*/
function BreakpointActor(aScript, aThreadActor)
{
this.script = aScript;
this.threadActor = aThreadActor;
}
BreakpointActor.prototype = {
actorPrefix: "breakpoint",
/**
* A function that the engine calls when a breakpoint has been hit.
*
* @param aFrame Debugger.Frame
* The stack frame that contained the breakpoint.
*/
hit: function BA_hit(aFrame) {
try {
let packet = this.threadActor._paused(aFrame);
if (!packet) {
return undefined;
}
// TODO: add the rest of the breakpoints on that line.
packet.why = { type: "breakpoint", actors: [ this.actorID ] };
this.conn.send(packet);
return this.threadActor._nest();
} catch(e) {
dumpn("Got an exception during hit: " + e + ': ' + e.stack);
return undefined;
}
},
/**
* Handle a protocol request to remove this breakpoint.
*
* @param aRequest object
* The protocol request object.
*/
onDelete: function BA_onDelete(aRequest) {
this.threadActor.breakpointActorPool.removeActor(this.actorID);
this.script.clearBreakpoint(this);
this.script = null;
return { from: this.actorID };
}
};
BreakpointActor.prototype.requestTypes = {
"delete": BreakpointActor.prototype.onDelete
};
/**
* Creates an EnvironmentActor. EnvironmentActors are responsible for listing
* the bindings introduced by a lexical environment and assigning new values to
* those identifier bindings.
*
* @param Debugger.Object aObject
* The object whose lexical environment will be used to create the actor.
* @param ThreadActor aThreadActor
* The parent thread actor that contains this environment.
*/
function EnvironmentActor(aObject, aThreadActor)
{
this.obj = aObject;
this.threadActor = aThreadActor;
}
EnvironmentActor.prototype = {
actorPrefix: "environment",
/**
* Returns a grip for this actor for returning in a protocol message.
*/
grip: function EA_grip() {
// Debugger.Frame might be dead by the time we get here, which will cause
// accessing its properties to throw.
if (!this.obj.live) {
return undefined;
}
let parent;
if (this.obj.environment.parent) {
parent = this.threadActor
.createEnvironmentActor(this.obj.environment.parent,
this.registeredPool);
}
let grip = { actor: this.actorID,
parent: parent ? parent.grip() : parent };
if (this.obj.environment.type == "object") {
grip.type = "object"; // XXX: how can we tell if it's "with"?
grip.object = this.threadActor.createValueGrip(this.obj.environment.object);
} else {
if (this.obj["class"] == "Function") {
grip.type = "function";
grip["function"] = this.threadActor.createValueGrip(this.obj);
grip.functionName = this.obj.name;
} else {
grip.type = "block";
}
grip.bindings = this._bindings();
}
return grip;
},
/**
* Return the identifier bindings object as required by the remote protocol
* specification.
*/
_bindings: function EA_bindings() {
let bindings = { mutable: {}, immutable: {} };
// TODO: this will be redundant after bug 692984 is fixed.
if (typeof this.obj.environment.getVariableDescriptor != "function") {
return bindings;
}
for (let name in this.obj.environment.names()) {
let desc = this.obj.environment.getVariableDescriptor(name);
// XXX: the spec doesn't say what to do with accessor properties.
if (desc.writable) {
grip.bindings.mutable[name] = desc.value;
} else {
grip.bindings.immutable[name] = desc.value;
}
}
return bindings;
},
/**
* Handle a protocol request to change the value of a variable bound in this
* lexical environment.
*
* @param aRequest object
* The protocol request object.
*/
onAssign: function EA_onAssign(aRequest) {
let desc = this.obj.environment.getVariableDescriptor(aRequest.name);
if (!desc.writable) {
return { error: "immutableBinding",
message: "Changing the value of an immutable binding is not " +
"allowed" };
}
try {
this.obj.environment.setVariable(aRequest.name, aRequest.value);
} catch (e) {
if (e instanceof Debugger.DebuggeeWouldRun) {
// XXX: we need to spec this. Is this a real problem?
return { error: "debuggeeWouldRun",
message: "Assigning this value would cause the debuggee to run." };
}
// This should never happen, so let it complain loudly if it does.
throw e;
}
return { from: this.actorID };
},
/**
* Handle a protocol request to fully enumerate the bindings introduced by the
* lexical environment.
*
* @param aRequest object
* The protocol request object.
*/
onBindings: function EA_onBindings(aRequest) {
return { from: this.actorID,
bindings: this._bindings() };
}
};
EnvironmentActor.prototype.requestTypes = {
"assign": EnvironmentActor.prototype.onAssign,
"bindings": EnvironmentActor.prototype.onBindings
};