mirror of
https://github.com/mozilla/gecko-dev.git
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2365 lines
73 KiB
JavaScript
2365 lines
73 KiB
JavaScript
/* -*- indent-tabs-mode: nil; js-indent-level: 2; js-indent-level: 2 -*- */
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/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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const Services = require("Services");
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const { Cc, Ci, Cu, Cr, components, ChromeWorker } = require("chrome");
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const { ActorPool, OriginalLocation, GeneratedLocation } = require("devtools/server/actors/common");
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const { BreakpointActor, setBreakpointAtEntryPoints } = require("devtools/server/actors/breakpoint");
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const { EnvironmentActor } = require("devtools/server/actors/environment");
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const { FrameActor } = require("devtools/server/actors/frame");
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const { ObjectActor, createValueGrip, longStringGrip } = require("devtools/server/actors/object");
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const { SourceActor, getSourceURL } = require("devtools/server/actors/source");
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const { DebuggerServer } = require("devtools/server/main");
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const DevToolsUtils = require("devtools/shared/DevToolsUtils");
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const { assert, dumpn, update, fetch } = DevToolsUtils;
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const promise = require("promise");
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const PromiseDebugging = require("PromiseDebugging");
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const xpcInspector = require("xpcInspector");
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const ScriptStore = require("./utils/ScriptStore");
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const { DevToolsWorker } = require("devtools/shared/worker/worker");
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const { defer, resolve, reject, all } = promise;
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loader.lazyGetter(this, "Debugger", () => {
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let Debugger = require("Debugger");
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hackDebugger(Debugger);
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return Debugger;
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});
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loader.lazyRequireGetter(this, "CssLogic", "devtools/shared/inspector/css-logic", true);
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loader.lazyRequireGetter(this, "events", "sdk/event/core");
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loader.lazyRequireGetter(this, "mapURIToAddonID", "devtools/server/actors/utils/map-uri-to-addon-id");
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loader.lazyRequireGetter(this, "setTimeout", "sdk/timers", true);
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/**
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* A BreakpointActorMap is a map from locations to instances of BreakpointActor.
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*/
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function BreakpointActorMap() {
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this._size = 0;
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this._actors = {};
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}
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BreakpointActorMap.prototype = {
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/**
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* Return the number of BreakpointActors in this BreakpointActorMap.
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*
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* @returns Number
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* The number of BreakpointActor in this BreakpointActorMap.
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*/
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get size() {
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return this._size;
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},
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/**
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* Generate all BreakpointActors that match the given location in
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* this BreakpointActorMap.
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*
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* @param OriginalLocation location
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* The location for which matching BreakpointActors should be generated.
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*/
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findActors: function* (location = new OriginalLocation()) {
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// Fast shortcut for when we know we won't find any actors. Surprisingly
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// enough, this speeds up refreshing when there are no breakpoints set by
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// about 2x!
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if (this.size === 0) {
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return;
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}
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function* findKeys(object, key) {
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if (key !== undefined) {
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if (key in object) {
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yield key;
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}
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}
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else {
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for (let key of Object.keys(object)) {
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yield key;
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}
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}
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}
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let query = {
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sourceActorID: location.originalSourceActor ? location.originalSourceActor.actorID : undefined,
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line: location.originalLine,
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};
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// If location contains a line, assume we are searching for a whole line
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// breakpoint, and set begin/endColumn accordingly. Otherwise, we are
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// searching for all breakpoints, so begin/endColumn should be left unset.
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if (location.originalLine) {
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query.beginColumn = location.originalColumn ? location.originalColumn : 0;
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query.endColumn = location.originalColumn ? location.originalColumn + 1 : Infinity;
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} else {
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query.beginColumn = location.originalColumn ? query.originalColumn : undefined;
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query.endColumn = location.originalColumn ? query.originalColumn + 1 : undefined;
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}
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for (let sourceActorID of findKeys(this._actors, query.sourceActorID))
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for (let line of findKeys(this._actors[sourceActorID], query.line))
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for (let beginColumn of findKeys(this._actors[sourceActorID][line], query.beginColumn))
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for (let endColumn of findKeys(this._actors[sourceActorID][line][beginColumn], query.endColumn)) {
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yield this._actors[sourceActorID][line][beginColumn][endColumn];
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}
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},
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/**
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* Return the BreakpointActor at the given location in this
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* BreakpointActorMap.
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*
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* @param OriginalLocation location
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* The location for which the BreakpointActor should be returned.
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*
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* @returns BreakpointActor actor
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* The BreakpointActor at the given location.
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*/
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getActor: function (originalLocation) {
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for (let actor of this.findActors(originalLocation)) {
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return actor;
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}
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return null;
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},
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/**
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* Set the given BreakpointActor to the given location in this
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* BreakpointActorMap.
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*
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* @param OriginalLocation location
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* The location to which the given BreakpointActor should be set.
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*
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* @param BreakpointActor actor
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* The BreakpointActor to be set to the given location.
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*/
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setActor: function (location, actor) {
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let { originalSourceActor, originalLine, originalColumn } = location;
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let sourceActorID = originalSourceActor.actorID;
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let line = originalLine;
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let beginColumn = originalColumn ? originalColumn : 0;
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let endColumn = originalColumn ? originalColumn + 1 : Infinity;
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if (!this._actors[sourceActorID]) {
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this._actors[sourceActorID] = [];
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}
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if (!this._actors[sourceActorID][line]) {
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this._actors[sourceActorID][line] = [];
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}
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if (!this._actors[sourceActorID][line][beginColumn]) {
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this._actors[sourceActorID][line][beginColumn] = [];
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}
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if (!this._actors[sourceActorID][line][beginColumn][endColumn]) {
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++this._size;
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}
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this._actors[sourceActorID][line][beginColumn][endColumn] = actor;
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},
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/**
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* Delete the BreakpointActor from the given location in this
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* BreakpointActorMap.
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*
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* @param OriginalLocation location
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* The location from which the BreakpointActor should be deleted.
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*/
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deleteActor: function (location) {
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let { originalSourceActor, originalLine, originalColumn } = location;
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let sourceActorID = originalSourceActor.actorID;
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let line = originalLine;
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let beginColumn = originalColumn ? originalColumn : 0;
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let endColumn = originalColumn ? originalColumn + 1 : Infinity;
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if (this._actors[sourceActorID]) {
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if (this._actors[sourceActorID][line]) {
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if (this._actors[sourceActorID][line][beginColumn]) {
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if (this._actors[sourceActorID][line][beginColumn][endColumn]) {
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--this._size;
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}
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delete this._actors[sourceActorID][line][beginColumn][endColumn];
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if (Object.keys(this._actors[sourceActorID][line][beginColumn]).length === 0) {
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delete this._actors[sourceActorID][line][beginColumn];
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}
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}
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if (Object.keys(this._actors[sourceActorID][line]).length === 0) {
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delete this._actors[sourceActorID][line];
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}
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}
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}
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}
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};
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exports.BreakpointActorMap = BreakpointActorMap;
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/**
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* Keeps track of persistent sources across reloads and ties different
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* source instances to the same actor id so that things like
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* breakpoints survive reloads. ThreadSources uses this to force the
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* same actorID on a SourceActor.
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*/
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function SourceActorStore() {
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// source identifier --> actor id
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this._sourceActorIds = Object.create(null);
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}
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SourceActorStore.prototype = {
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/**
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* Lookup an existing actor id that represents this source, if available.
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*/
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getReusableActorId: function(aSource, aOriginalUrl) {
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let url = this.getUniqueKey(aSource, aOriginalUrl);
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if (url && url in this._sourceActorIds) {
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return this._sourceActorIds[url];
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}
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return null;
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},
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/**
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* Update a source with an actorID.
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*/
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setReusableActorId: function(aSource, aOriginalUrl, actorID) {
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let url = this.getUniqueKey(aSource, aOriginalUrl);
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if (url) {
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this._sourceActorIds[url] = actorID;
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}
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},
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/**
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* Make a unique URL from a source that identifies it across reloads.
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*/
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getUniqueKey: function(aSource, aOriginalUrl) {
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if (aOriginalUrl) {
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// Original source from a sourcemap.
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return aOriginalUrl;
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}
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else {
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return getSourceURL(aSource);
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}
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}
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};
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exports.SourceActorStore = SourceActorStore;
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/**
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* Manages pushing event loops and automatically pops and exits them in the
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* correct order as they are resolved.
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*
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* @param ThreadActor thread
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* The thread actor instance that owns this EventLoopStack.
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* @param DebuggerServerConnection connection
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* The remote protocol connection associated with this event loop stack.
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* @param Object hooks
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* An object with the following properties:
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* - url: The URL string of the debuggee we are spinning an event loop
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* for.
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* - preNest: function called before entering a nested event loop
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* - postNest: function called after exiting a nested event loop
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*/
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function EventLoopStack({ thread, connection, hooks }) {
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this._hooks = hooks;
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this._thread = thread;
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this._connection = connection;
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}
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EventLoopStack.prototype = {
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/**
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* The number of nested event loops on the stack.
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*/
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get size() {
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return xpcInspector.eventLoopNestLevel;
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},
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/**
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* The URL of the debuggee who pushed the event loop on top of the stack.
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*/
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get lastPausedUrl() {
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let url = null;
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if (this.size > 0) {
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try {
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url = xpcInspector.lastNestRequestor.url
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} catch (e) {
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// The tab's URL getter may throw if the tab is destroyed by the time
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// this code runs, but we don't really care at this point.
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dumpn(e);
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}
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}
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return url;
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},
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/**
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* The DebuggerServerConnection of the debugger who pushed the event loop on
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* top of the stack
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*/
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get lastConnection() {
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return xpcInspector.lastNestRequestor._connection;
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},
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/**
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* Push a new nested event loop onto the stack.
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*
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* @returns EventLoop
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*/
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push: function () {
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return new EventLoop({
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thread: this._thread,
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connection: this._connection,
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hooks: this._hooks
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});
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}
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};
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/**
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* An object that represents a nested event loop. It is used as the nest
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* requestor with nsIJSInspector instances.
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*
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* @param ThreadActor thread
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* The thread actor that is creating this nested event loop.
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* @param DebuggerServerConnection connection
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* The remote protocol connection associated with this event loop.
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* @param Object hooks
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* The same hooks object passed into EventLoopStack during its
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* initialization.
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*/
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function EventLoop({ thread, connection, hooks }) {
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this._thread = thread;
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this._hooks = hooks;
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this._connection = connection;
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this.enter = this.enter.bind(this);
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this.resolve = this.resolve.bind(this);
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}
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EventLoop.prototype = {
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entered: false,
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resolved: false,
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get url() { return this._hooks.url; },
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/**
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* Enter this nested event loop.
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*/
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enter: function () {
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let nestData = this._hooks.preNest
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? this._hooks.preNest()
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: null;
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this.entered = true;
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xpcInspector.enterNestedEventLoop(this);
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// Keep exiting nested event loops while the last requestor is resolved.
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if (xpcInspector.eventLoopNestLevel > 0) {
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const { resolved } = xpcInspector.lastNestRequestor;
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if (resolved) {
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xpcInspector.exitNestedEventLoop();
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}
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}
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if (this._hooks.postNest) {
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this._hooks.postNest(nestData);
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}
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},
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/**
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* Resolve this nested event loop.
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*
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* @returns boolean
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* True if we exited this nested event loop because it was on top of
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* the stack, false if there is another nested event loop above this
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* one that hasn't resolved yet.
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*/
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resolve: function () {
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if (!this.entered) {
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throw new Error("Can't resolve an event loop before it has been entered!");
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}
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if (this.resolved) {
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throw new Error("Already resolved this nested event loop!");
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}
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this.resolved = true;
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if (this === xpcInspector.lastNestRequestor) {
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xpcInspector.exitNestedEventLoop();
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return true;
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}
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return false;
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},
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};
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/**
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* JSD2 actors.
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*/
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/**
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* Creates a ThreadActor.
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*
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* ThreadActors manage a JSInspector object and manage execution/inspection
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* of debuggees.
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*
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* @param aParent object
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* This |ThreadActor|'s parent actor. It must implement the following
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* properties:
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* - url: The URL string of the debuggee.
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* - window: The global window object.
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* - preNest: Function called before entering a nested event loop.
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* - postNest: Function called after exiting a nested event loop.
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* - makeDebugger: A function that takes no arguments and instantiates
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* a Debugger that manages its globals on its own.
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* @param aGlobal object [optional]
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* An optional (for content debugging only) reference to the content
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* window.
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*/
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function ThreadActor(aParent, aGlobal)
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{
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this._state = "detached";
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this._frameActors = [];
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this._parent = aParent;
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this._dbg = null;
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this._gripDepth = 0;
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this._threadLifetimePool = null;
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this._tabClosed = false;
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this._scripts = null;
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this._pauseOnDOMEvents = null;
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this._options = {
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useSourceMaps: false,
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autoBlackBox: false
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};
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this.breakpointActorMap = new BreakpointActorMap();
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this.sourceActorStore = new SourceActorStore();
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this._debuggerSourcesSeen = null;
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// A map of actorID -> actor for breakpoints created and managed by the
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// server.
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this._hiddenBreakpoints = new Map();
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this.global = aGlobal;
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this._allEventsListener = this._allEventsListener.bind(this);
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this.onNewGlobal = this.onNewGlobal.bind(this);
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this.onSourceEvent = this.onSourceEvent.bind(this);
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this.uncaughtExceptionHook = this.uncaughtExceptionHook.bind(this);
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this.onDebuggerStatement = this.onDebuggerStatement.bind(this);
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this.onNewScript = this.onNewScript.bind(this);
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this.objectGrip = this.objectGrip.bind(this);
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this.pauseObjectGrip = this.pauseObjectGrip.bind(this);
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this._onWindowReady = this._onWindowReady.bind(this);
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events.on(this._parent, "window-ready", this._onWindowReady);
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// Set a wrappedJSObject property so |this| can be sent via the observer svc
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// for the xpcshell harness.
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this.wrappedJSObject = this;
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}
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ThreadActor.prototype = {
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// Used by the ObjectActor to keep track of the depth of grip() calls.
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_gripDepth: null,
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actorPrefix: "context",
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get dbg() {
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if (!this._dbg) {
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this._dbg = this._parent.makeDebugger();
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this._dbg.uncaughtExceptionHook = this.uncaughtExceptionHook;
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this._dbg.onDebuggerStatement = this.onDebuggerStatement;
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this._dbg.onNewScript = this.onNewScript;
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this._dbg.on("newGlobal", this.onNewGlobal);
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// Keep the debugger disabled until a client attaches.
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this._dbg.enabled = this._state != "detached";
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}
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return this._dbg;
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},
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get globalDebugObject() {
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if (!this._parent.window) {
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return null;
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}
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return this.dbg.makeGlobalObjectReference(this._parent.window);
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},
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get state() {
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return this._state;
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},
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get attached() {
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return this.state == "attached" ||
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this.state == "running" ||
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this.state == "paused";
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},
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get threadLifetimePool() {
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if (!this._threadLifetimePool) {
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this._threadLifetimePool = new ActorPool(this.conn);
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this.conn.addActorPool(this._threadLifetimePool);
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this._threadLifetimePool.objectActors = new WeakMap();
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}
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return this._threadLifetimePool;
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},
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get scripts() {
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if (!this._scripts) {
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this._scripts = new ScriptStore();
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this._scripts.addScripts(this.dbg.findScripts());
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}
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return this._scripts;
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},
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get sources() {
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return this._parent.sources;
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},
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get youngestFrame() {
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if (this.state != "paused") {
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return null;
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}
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return this.dbg.getNewestFrame();
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},
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_prettyPrintWorker: null,
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get prettyPrintWorker() {
|
|
if (!this._prettyPrintWorker) {
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this._prettyPrintWorker = new DevToolsWorker(
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"resource://devtools/server/actors/pretty-print-worker.js",
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{ name: "pretty-print",
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verbose: dumpn.wantLogging }
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);
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}
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return this._prettyPrintWorker;
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},
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|
|
|
/**
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|
* 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
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* them in a stack) because we can pause within client evals.
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|
*/
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_threadPauseEventLoops: null,
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_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();
|
|
this._state = "exited";
|
|
},
|
|
|
|
// Request handlers
|
|
onAttach: function (aRequest) {
|
|
if (this.state === "exited") {
|
|
return { type: "exited" };
|
|
}
|
|
|
|
if (this.state !== "detached") {
|
|
return { error: "wrongState",
|
|
message: "Current state is " + this.state };
|
|
}
|
|
|
|
this._state = "attached";
|
|
this._debuggerSourcesSeen = new Set();
|
|
|
|
update(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();
|
|
this._state = "detached";
|
|
this._debuggerSourcesSeen = null;
|
|
|
|
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;
|
|
}
|
|
|
|
update(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 frames = [];
|
|
let promises = [];
|
|
for (; frame && (!count || i < (start + count)); i++, frame=frame.older) {
|
|
let form = this._createFrameActor(frame).form();
|
|
form.depth = i;
|
|
frames.push(form);
|
|
|
|
let promise = this.sources.getOriginalLocation(new GeneratedLocation(
|
|
this.sources.createNonSourceMappedActor(frame.script.source),
|
|
form.where.line,
|
|
form.where.column
|
|
)).then((originalLocation) => {
|
|
let sourceForm = originalLocation.originalSourceActor.form();
|
|
form.where = {
|
|
source: sourceForm,
|
|
line: originalLocation.originalLine,
|
|
column: originalLocation.originalColumn
|
|
};
|
|
form.source = sourceForm;
|
|
});
|
|
promises.push(promise);
|
|
}
|
|
|
|
return all(promises).then(function () {
|
|
return { frames: frames };
|
|
});
|
|
},
|
|
|
|
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);
|
|
|
|
// Set any stored breakpoints.
|
|
let bpActors = this.breakpointActorMap.findActors();
|
|
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.createSourceActors(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));
|
|
}
|
|
|
|
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 = {
|
|
"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);
|
|
|
|
update(PauseScopedObjectActor.prototype, ObjectActor.prototype);
|
|
|
|
update(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 {};
|
|
}),
|
|
});
|
|
|
|
update(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.call(this, aParent);
|
|
}
|
|
|
|
ChromeDebuggerActor.prototype = Object.create(ThreadActor.prototype);
|
|
|
|
update(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.call(this, aParent);
|
|
}
|
|
|
|
AddonThreadActor.prototype = Object.create(ThreadActor.prototype);
|
|
|
|
update(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;
|
|
}
|
|
};
|